spz

nianticlabsMIT活跃维护

Niantic 开源的 3D 高斯泼溅压缩文件格式,体积比 PLY 小约 10 倍,视觉质量几乎无损,适合存储和分发大规模 3DGS 场景。

File format for 3D Gaussian splats. About 10x smaller than the PLY equivalent with virtually no perceptible loss in visual quality. Offered as open source by Niantic Labs. More details at https://scaniverse.com/spz #3dgaussiansplats #gaussiansplatting

v3.0.0发布于 2026-05-05 05:26 UTC943star116fork同步于 2026-11-10 23:52 UTC

怎么上手

由 README 提炼,执行前请确认
git clone https://github.com/nianticlabs/spz.git
cd spz
pip install .
硬件要求按 README 说明

README 未说明显存或 GPU 要求,仅说明 C++ 库依赖 libz 与 libzstd,未提 CPU 或 GPU 型号限制

下载:源码 zip·GitHub Releases(安装包)本站不镜像安装包

项目说明

由 README 自动翻译提炼

Niantic 开源的 3D 高斯泼溅压缩文件格式与 C++ 读写库,体积约为 PLY 的十分之一

Niantic 开源的 3D 高斯泼溅压缩文件格式,体积比 PLY 小约 10 倍,视觉质量几乎无损,适合存储和分发大规模 3DGS 场景。

核心能力

  • 用 ZSTD 分属性流独立压缩,支持并行解压
  • 提供 saveSpz/loadSpz 的 C++ 读写 API
  • 内置 16 种命名坐标系及转换,含 SH 系数旋转
  • 可调 SH 量化位数,默认 5/4 bit
  • 支持 Emscripten 编译为 WASM 供 TypeScript 调用

容易踩的坑

C++ 构建需要 libz 和 libzstd,缺失时 CMake 会自动通过 FetchContent 下载;构建 TypeScript/WASM 版本前必须先配置 Emscripten SDK;保存和加载时若不指定坐标系(UNSPECIFIED)则不做转换,可能影响互操作性

内容由模型根据 README 生成,可能不完整或不准确,以官方文档为准。看原文 README

最近发版

5 个版本v3.0.0
  1. v3.0.0最新正式版2026-05-05 · 2026-05-05 05:26 UTC

    What's Changed

    New Contributors

    Full Changelog: https://github.com/nianticlabs/spz/compare/v2.1.0...v3.0.0

  2. v2.1.02025-10-27 · 2025-10-27 22:37 UTC
    查看更新说明

    What's Changed

    New Contributors

    Full Changelog: https://github.com/nianticlabs/spz/compare/v2.0.0...v2.1.0

  3. v2.0.02025-07-11 · 2025-07-11 20:36 UTC
    查看更新说明

    What's Changed

    New Contributors

    Full Changelog: https://github.com/nianticlabs/spz/compare/v1.1.0...v2.0.0

  4. v1.1.02025-04-18 · 2025-04-18 21:04 UTC
    查看更新说明

    What's Changed

    New Contributors

    Full Changelog: https://github.com/nianticlabs/spz/compare/v1.0.0...v1.1.0

  5. v1.0.02025-04-18 · 2025-04-18 20:10 UTC
    查看更新说明

    Initial release of SPZ file format.

    What's Changed

    New Contributors

    Full Changelog: https://github.com/nianticlabs/spz/commits/v1.0.0

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    README 原文

    未翻译

    spz

    .spz is a file format for compressed 3D gaussian splats. This directory contains a C++ library for saving and loading data in the .spz format.

    spz encoded splats are typically around 10x smaller than the corresponding .ply files, with minimal visual differences between the two.

    Internals

    Coordinate System

    By default, SPZ stores data in an RUB coordinate system following the OpenGL and three.js convention. This can be overridden via the SPZ_ADOBE_coordinate_system extension, which allows data to be stored in any named coordinate system (see extensions/README.md). This differs from other data formats such as PLY (which typically uses RDF), GLB (which typically uses LUF), or Unity (which typically uses RUF). To aid with coordinate system conversions, callers should specify the coordinate system their Gaussian Cloud data is represented in when saving and what coordinate system their rendering system uses when loading. These are specified in the PackOptions and UnpackOptions respectively. If the coordinate system is UNSPECIFIED, data will be saved and loaded without conversion, which may harm interoperability.

    There are 16 named coordinate systems organised in two families:

    • Standard family — letters denote the X, Y, Z axis directions (e.g. RUB = Right, Up, Back): LDB, RDB, LUB, RUB, LDF, RDF, LUF, RUF
    • Rotated family — axes are permuted by a 90-degree rotation about X (Y and Z are swapped): LFD, RFD, LFU, RFU, LBD, RBD, LBU, RBU

    Converting between families applies a 90-degree rotation about the X axis in addition to any axis flips, which also rotates spherical-harmonics coefficients via the appropriate Wigner D-matrix.

    Implementations

    C++

    Requires libz and libzstd as dependent libraries, otherwise the code is completely self-contained. A CMake build system is provided for convenience.

    Note: If libz or libzstd are not found on the system, the CMake build system will automatically download them using FetchContent. This ensures consistent builds across different environments.

    Typescript

    To build the Typescript interface through Web-Assembly (WASM), an Emscripten environment needs to be setup before compilation. One may install the Emscripten SDK following the instructions here.

    Under an emscripten environment, the Makefile can be generated through:

    emcmake cmake -B build-wasm .
    

    Then one can build through

    cmake --build build-wasm
    

    The package will be built and installed into the dist folder.

    API

    C++

    bool saveSpz(
       const GaussianCloud &gaussians, const PackOptions &options, std::vector<uint8_t> *output);
    

    Converts a cloud of Gaussians to .spz format and writes the result to a vector of bytes.

    • gaussians: The Gaussians to save
    • options: Flags that control the packing behavior, including SH quantization parameters.
    • output: A vector that will be populated with bytes encoded in .spz format
    • Returns true on success and false on failure.

    bool saveSpz(
       const GaussianCloud &gaussians, const PackOptions &options, const std::string
    &filename);
    

    Saves a cloud of Gaussians in .spz format to a file

    • gaussians: The Gaussians to save
    • options: Flags that control the packing behavior, including SH quantization parameters.
    • filename: The path to the file to save to.
    • Returns true on success and false on failure.

    GaussianCloud loadSpz(const std::vector<uint8_t> &data, const UnpackOptions &opti
    ons);
    

    Loads a cloud of Gaussians from bytes in .spz format.

    • data: A vector containing the encoded spz data
    • options: Flags that control the unpacking behavior.
    • Returns a GaussianCloud decoded from the vector. In case of an error, this will return a result with no gaussians

    GaussianCloud loadSpz(const std::string &filename, const UnpackOptions &options);
    

    Loads a cloud of Gaussians from a file in .spz format.

    • filename: The path to the file to load from.
    • options: Flags that control the unpacking behavior.
    • Returns a GaussianCloud decoded from the file. In case of an error, this will return a result with no gaussians

    Typescript

    Check src/emscripten/spz.d.ts.in (source) or dist/spz.d.ts (after building with CMake) for the TypeScript interface. Since the Emscripten and Javascript memory are separately handled, we only expose limited functionalities for the Typescript interface.

    PackOptions

    The PackOptions struct supports the following fields:

    • from: Source coordinate system (default: UNSPECIFIED)
    • version: Version of the packed format (default: 4)
    • sh1Bits: Number of quantization bits for SH degree 1 coefficients (default: 5, range: 1-8)
    • shRestBits: Number of quantization bits for SH degree 2+ coefficients (default: 4, range: 1-8)

    File Format

    Version 4 uses ZSTD compression with a 32-byte plaintext header. Each attribute stream is compressed independently and in parallel, improving both compression and decompression throughput. Files from versions 1–3 (gzip-compressed single-stream format) can still be read. There is no maximum point count enforced during loading.

    File layout (version 4)

    Bytes  0–31:              NgspFileHeader (32 bytes, plaintext)
    Bytes  32..(tbo-1):       Extension ILV records, if flags & 0x2  (variable)
    Bytes  tbo..(tbo+N*16-1): TOC — N × [compressedSize u64, uncompressedSize u64]
    Bytes  (tbo+N*16)..end:   N independent ZSTD-compressed attribute streams
    

    tbo = tocByteOffset from the header. When no extensions are present, tbo = 32.

    Header (version 4)

    struct NgspFileHeader {        // 32 bytes, all fields little-endian
      uint32_t magic;              // 0x5053474e ("NGSP")
      uint32_t version;            // 4
      uint32_t numPoints;
      uint8_t  shDegree;
      uint8_t  fractionalBits;
      uint8_t  flags;
      uint8_t  numStreams;         // number of ZSTD-compressed attribute streams (typically 6)
      uint32_t tocByteOffset;     // byte offset from file start to the TOC
      uint8_t  reserved[12];      // zero, reserved for future use
    };
    

    All values are little-endian.

    1. magic: Always 0x5053474e (bytes N, G, S, P in file order).
    2. version: 4 (current). Versions 1–3 use the legacy gzip format (read-only).
    3. numPoints: The number of gaussians.
    4. shDegree: The degree of spherical harmonics. Must be between 0 and 4 (inclusive).
    5. fractionalBits: The number of bits used for the fractional part of fixed-point coordinates.
    6. flags: Bit field.
      • 0x1: splat was trained with antialiasing.
      • 0x2: the header zone contains vendor-specific extension records (see Extensions).
    7. numStreams: Number of ZSTD-compressed attribute streams following the TOC. Typically 6 (positions, alphas, colors, scales, rotations, spherical harmonics).
    8. tocByteOffset: Byte offset from the start of the file to the Table of Contents. Everything before tocByteOffset is plaintext.
    9. reserved: Must be zero.

    Format detection (load path)

    bytes[0..3] == "NGSP"  →  version 4 ZSTD format
    bytes[0..1] == 0x1f 0x8b  →  legacy gzip format (versions 1–3, read-only)
    

    Positions

    Positions are represented as (x, y, z) coordinates, each as a 24-bit fixed point signed integer. The number of fractional bits is determined by the fractionalBits field in the header.

    Scales

    Scales are represented as (x, y, z) components, each represented as an 8-bit log-encoded integer.

    Rotation

    In version 3 and 4, rotations are represented as the smallest three components of the normalized rotation quaternion, for optimal rotation accuracy. The largest component can be derived from the others and is not stored. Its index is stored on 2 bits and each of the smallest three components is encoded as a 10-bit signed integer.

    In version 2, rotations are represented as the (x, y, z) components of the normalized rotation quaternion. The w component can be derived from the others and is not stored. Each component is encoded as an 8-bit signed integer.

    Alphas

    Alphas are represented as 8-bit unsigned integers.

    Colors

    Colors are stored as (r, g, b) values, where each color component is represented as an unsigned 8-bit integer.

    Spherical Harmonics

    Depending on the degree of spherical harmonics for the splat, this can contain 0 (for degree 0), 9 (for degree 1), 24 (for degree 2), 45 (for degree 3), or 72 (for degree 4) coefficients per gaussian.

    The coefficients for a gaussian are organized such that the color channel is the inner (faster varying) axis, and the coefficient is the outer (slower varying) axis, i.e. for degree 1, the order of the 9 values is:

    sh1n1_r, sh1n1_g, sh1n1_b, sh10_r, sh10_g, sh10_b, sh1p1_r, sh1p1_g, sh1p1_b
    

    Each coefficient is represented as an 8-bit signed integer.

    Quantization:

    SPZ supports configurable spherical harmonics quantization. By default, a fixed-precision quantization is adopted:

    • Assumes SH coefficients are in the [-1, 1] range
    • Fixed 5 bits of precision for degree 1 and 4 bits for degrees 2, 3, and 4
    • Maintained for backward compatibility

    The quantization precision can be configured via PackOptions:

    • sh1Bits: Number of quantization bits for SH degree 1 coefficients (default: 5, range: 1-8)
    • shRestBits: Number of quantization bits for SH degree 2+ coefficients (default: 4, range: 1-8)

    Note: Quantization bits are only used during packing to reduce information entropy for better compression. The unpacking process does not need to know the exact quantization bits, as decompression fills zero bits for quantized data automatically.

    This allows users to trade off between file size and quality. The library maintains full backward compatibility with default quantization settings.

    Extensions

    SPZ supports vendor-specific extensions (e.g. camera limits) so multiple vendors can coexist in the same file. In version 4, extensions are stored as ILV (type + length + value) records in the plaintext header zone between the fixed header and the TOC — parsers that don't recognize an extension type skip it by length. For the extension format and how to add or use extensions, see extensions/README.md.

    Camera Orbit Limitation

    With extension SPZ_ADOBE_safe_orbit_camera, SPZ supports storing camera limits which can be used to restrict the view in a render. This extension includes:

    Attributes

    This extension has the following attributes and default values:

      float safeOrbitElevationMin = 0.0f;  // Minimum elevation for safe orbit (radians)
      float safeOrbitElevationMax = 0.0f;  // Maximum elevation for safe orbit (radians)
      float safeOrbitRadiusMin = 0.0f;     // Minimum radius for safe orbit
    

    Georeferencing

    With extension SPZ_NIANTIC_georeference, SPZ can store a similarity transform (origin, unit quaternion rotation, uniform scale) that maps the asset's RUB positions into a geocentric CRS, named by an AUTHORITY:CODE such as EPSG:4978 (WGS 84 ECEF) or by inline PROJJSON, with an optional coordinate epoch. The library never applies the transform. See extensions/README.md for the payload layout and validation rules.

    Python Bindings

    The SPZ library provides Python bindings built with nanobind that offer a convenient interface for loading, manipulating, and saving 3D Gaussian splats from Python.

    Installation

    git clone https://github.com/nianticlabs/spz.git
    cd spz
    pip install .
    

    Please see src/python/README.md for more details and usage examples

    Web Utility

    A browser-based utility is available at nianticlabs.github.io/spz. It uses the latest WASM build and allows you to inspect file metadata for .spz and .ply files and convert between the two formats without installing anything. As it runs entirely in the browser, it is subject to browser memory limits and is intended for files up to around 2 GB. For larger files, clone the repository and use the command-line tools directly.