WebGL2 Splat Codec Race

A real Gaussian-splat capture decoded on two parallel worker threads and rendered side-by-side in WebGL2 (three.js, full EWA splatting) — TurboSPZ (our memory-safe wasm) against Niantic's official libspz decoding the same bytes, or BVC (our container) against SPZ. Drag either view; the cameras are linked.

scenes are 11–25 MB — nothing downloads until START

Decode clocks are quantum-proof (aggregate-divide) on dedicated worker threads. Running the public @bitruvius CDN bundles (v0.1.0) vs Niantic's official emscripten build of libspz. libspz © Niantic, MIT License (license & provenance); sample scenes © Niantic, from the open-source libspz repository (MIT). The Qualcomm L-GSC lane runs our decode-only emscripten build of Qualcomm's lite-3Dgsplat-codec (L-GSC), © Qualcomm Technologies, Apache-2.0 (license & provenance). Niantic, SPZ, and Qualcomm identify the codecs being compared — no affiliation or endorsement implied.