Agent skill

3dgs MCP Renderer

by jaccen in jaccen/Awesome-Gaussian-Skills

MCP protocol integration with 3DGS rendering pipeline: Agent-controlled Three.js/WebGPU rendering, voice-driven scene reconstruction, real-time parameter manipulation, light tracing backend.

Apache-2.0Auto-check passedGame Development

Install 3dgs MCP Renderer

skills CLI
$ npx skills add jaccen/Awesome-Gaussian-Skills --skill 3dgs-mcp-renderer -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jaccen/Awesome-Gaussian-Skills 3dgs-mcp-renderer --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jaccen/Awesome-Gaussian-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/3dgs-mcp-renderer .claude/skills/3dgs-mcp-renderer && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
3dgs-mcp-renderer
GitHub stars
161
Token cost
~6.9k tokens
SKILL.md length
2,791 words
Files
4 (incl. references)
Skills in repo
13
Repo updated
First seen
Licence
Apache-2.0

At a glance

MCP protocol integration with 3DGS rendering pipeline: Agent-controlled Three.js/WebGPU rendering, voice-driven scene reconstruction, real-time parameter manipulation, light tracing backend.

  • Works in 4 steps: Latency: Large scenes (>1M Gaussians)… → Selection precision: Sphere/label-based… → State management: MCP server must… → …
  • : MCP rendering
  • SKILL.md covers Architecture, Spec-First Sculpting Pipeline…, Code-First Rendering… and SLAT Latent Editing (v1.0.0), plus 9 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

3dgs MCP Renderer is an agent skill from jaccen/Awesome-Gaussian-Skills. MCP protocol integration with 3DGS rendering pipeline: Agent-controlled Three.js/WebGPU rendering, voice-driven scene reconstruction, real-time parameter manipulation, light tracing backend. Use when: MCP rendering, agent-controlled 3DGS, voice-driven reconstruction, real-time 3DGS editing, Three.js 3DGS, WebGPU Gaussian splatting, interactive rendering control, speech-to-3D, light tracing, HiGS accelerated rendering.

Its SKILL.md is about 6.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `references/code-first-examples.md`, `references/mcp-tools-spec.md` and `references/renderer-backends.md`).

It sits in Game Development, covering 3D graphics and WebGL and MCP servers. It works with Model Context Protocol and Three.js. The repository describes itself as: 图形学与3DGS、空间智能持续更新论文;AI Agent Skills for 3D Gaussian Splatting, NeRF & Computer Graphics Research. 800+ methods, 25categories, 12skills. OpenClaw / Claude Code compatible. The licence is Apache-2.0.

When your agent uses it

  • : MCP rendering
  • Agent-controlled 3DGS
  • Voice-driven reconstruction
  • Real-time 3DGS editing

Example prompts

  • “/3dgs-mcp-renderer”

Requirements

  • Node.js

Workflow steps

4 steps, taken from the first numbered list in SKILL.md.

  1. Latency: Large scenes (>1M Gaussians) require progressive loading; MCP render_frame may take 100-500ms
  2. Selection precision: Sphere/label-based Gaussian selection may miss thin structures; need ray-picking
  3. State management: MCP server must maintain scene state across tool calls; no built-in undo
  4. GPU memory: WebGL/WebGPU shares GPU memory with browser; cannot load >2GB scenes on most devices

What it can do on your machine

Read from SKILL.md and the folder at commit 8bebae5. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

3dgs MCP Renderer loads about 6.9k tokens when it runs, and up to ~15k if it reads all its reference files. Until then it costs about 110 tokens; SKILL.md has 2,791 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~110
When it runs · the whole SKILL.md, loaded when a task matches
~6.9k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~15k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jaccen/Awesome-Gaussian-Skills at commit 8bebae5, republished under its Apache-2.0 licence (© jaccen). 2,791 words, ~6,939 tokens.

Download SKILL.mdSave it as .claude/skills/3dgs-mcp-renderer/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.
name
3dgs-mcp-renderer
description
MCP protocol integration with 3DGS rendering pipeline: Agent-controlled Three.js/WebGPU rendering, voice-driven scene reconstruction, real-time parameter manipulation, light tracing backend. Use when: MCP rendering, agent-controlled 3DGS, voice-driven reconstruction, real-time 3DGS editing, Three.js 3DGS, WebGPU Gaussian splatting, interactive rendering control, speech-to-3D, light tracing, HiGS accelerated rendering.
license
Apache-2.0
metadata.version
1.1.0
metadata.author
jaccen
metadata.tags
mcp, 3dgs, gaussian-splatting, rendering, three.js, webgpu, voice, agent, interactive, spec-first, sculpting, code-first, slat, latent-editing
metadata.disable-model-invocation
true
metadata.user-invocable
true

3DGS MCP Renderer — Agent-3DGS Interaction via MCP Protocol

Prototype specification for integrating MCP (Model Context Protocol) with 3DGS rendering pipelines, enabling AI Agents to directly manipulate Three.js/3DGS rendering parameters and achieve voice-driven 3D scene reconstruction.

Architecture

┌─────────────┐     ┌─────────────┐     ┌──────────────────┐     ┌──────────────────┐
│ Voice/Text  │────▶│   Agent     │────▶│  MCP Server      │────▶│  3DGS Renderer   │
│ (Whisper/   │     │ (Claude/    │     │  (Node.js/       │     │  (Three.js/      │
│  Prompt)    │     │  TeleClaw)  │     │   Python)        │     │   WebGPU/HiGS/   │
│             │◀────│             │◀────│                  │◀────│   DDF-GS)        │
└─────────────┘     └─────────────┘     └──────────────────┘     └──────────────────┘
                        │                      │                       │
                        │  Tool calls          │  WebSocket/HTTP       │  WebGL/WebGPU/
                        │  (MCP protocol)       │  transport            │  HiGS/DDF-GS

Spec-First Sculpting Pipeline (v0.9.0)

Design inspiration: img2threejs (GitHub: img2threejs/img2threejs) — open-source AI Skill that converts a single image into an interactive Three.js 3D model via a stage-gated sculpting pipeline. We borrow two core principles: (1) spec-first — define quality criteria and component hierarchy before any rendering; (2) stage-gated sculpting — progressive refinement with acceptance checks at each stage.

Why Spec-First for MCP Rendering?

The original MCP pipeline was reactive: user issues a voice command → agent maps to a tool → render → verify. This works for single-step edits but fails for complex scene construction because:

  • No upfront quality criteria → agent cannot self-assess before rendering
  • No stage gates → errors compound across steps (bad camera → bad selection → bad edit)
  • No component hierarchy → edits are flat, no part-level control

The fix: Introduce a define_scene_spec tool that runs before any sculpting/editing tools. This produces a machine-readable Object Spec that subsequent tools reference as acceptance criteria.

The 6-Stage Sculpting Pipeline
┌─────────────────────────────────────────────────────────────┐
│                    SPEC-FIRST SCULPTING                      │
│                                                             │
│  ┌──────────────┐                                           │
│  │ define_scene │  ← Object Spec: component hierarchy,      │
│  │ _spec        │    material system, quality criteria      │
│  └──────┬───────┘                                           │
│         │                                                   │
│         ▼                                                   │
│  Stage 1: blockout    → Bounding boxes, camera framing     │
│         │  gate: bbox coverage ≥ spec.target_coverage?      │
│         ▼                                                   │
│  Stage 2: structural  → Part decomposition, hierarchy      │
│         │  gate: part count & nesting matches spec?         │
│         ▼                                                   │
│  Stage 3: form        → Gaussian density/scale/rotation     │
│         │  gate: PSNR estimate ≥ spec.min_psnr?             │
│         ▼                                                   │
│  Stage 4: material    → PBR/SH assignment per part         │
│         │  gate: material count per part matches spec?      │
│         ▼                                                   │
│  Stage 5: surface     → Normal consistency, thin structures │
│         │  gate: normal consistency score ≥ spec.threshold? │
│         ▼                                                   │
│  Stage 6: lighting    → Environment, shadows, AO           │
│            gate: render quality score ≥ spec.target_score?  │
└─────────────────────────────────────────────────────────────┘

Each stage is an MCP tool call. The agent renders a frame after each stage, evaluates against the gate, and either advances or retries. This mirrors img2threejs's blockout → structural → form → material → surface → lighting flow.

Gate Evaluation Protocol

For each stage gate, the agent follows this protocol:

1. Execute stage tool (e.g., sculpt_form with parameters)
2. Call render_frame() to get current visual state
3. Call query_scene(query_type="stats") to get quantitative metrics
4. Compare metrics against spec gate criteria
5. If pass → advance to next stage
6. If fail → adjust parameters and retry (max 3 attempts)
7. If 3 failures → report to user with diagnostic info
Voice-Driven Sculpting Example

Loaded on demand — See mcp-tools-spec.md for the full voice-driven sculpting example (desk scene with 8-step agent pipeline).

Code-First Rendering Philosophy (v0.9.0)

Design inspiration: img2threejs outputs pure Three.js code (not GLB/OBJ/PLY), making every model fully editable, version-controllable, and lightweight. We adopt this philosophy for 3DGS scene export.

Traditional 3DGS Export vs Code-First Export
AspectTraditional (.ply/.splat)Code-First (.js + .splat)
EditabilityBinary blob, hard to editSource code, any field adjustable
Version controlBinary diff, no mergeText diff, git-friendly
File sizeFull Gaussian set (MB-GB)Code skeleton (KB) + compressed splat data
Scene compositionSingle flat Gaussian cloudHierarchical code with part-level control
Interaction logicMust be added externallyEmbedded in code
3DGS dataAll in one fileSeparate .splat file loaded by code
Procedural elementsNot supportedParametric geometry in code (e.g., desk surface = PlaneGeometry)
Hybrid: Procedural Code + 3DGS Splatting

The key insight: not everything needs to be Gaussians. For a desk scene:

  • Desk surface → procedural BoxGeometry in code (simple, editable, lightweight)
  • Monitor screen texture → procedural MeshStandardMaterial (or 3DGS if view-dependent)
  • Complex organic objects → 3DGS splatting data (where procedural code can't compete)

Loaded on demand — See code-first-examples.md for hybrid export code examples.

When to Use Code-First vs Pure Splat
Scene ElementRecommendationWhy
Flat surfaces (walls, floors, desks)Procedural codeSimple, editable, tiny file size
Parametric objects (cabinets, shelves)Procedural codeAdjust dimensions in code
Organic objects (plants, food, fabric)3DGS splatCan't match quality procedurally
View-dependent surfaces (screens, mirrors)3DGS splatSH coefficients capture view dependence
Articulated parts (joints, hinges)Procedural codeJoint parameters are explicit in code
Mixed scenes (most real cases)Hybrid code + splatBest of both worlds
SLAT Connection

The code-first approach connects to SLAT (see ../../references/slat-unified-representation.md): the structured latent's voxel grid naturally maps to a procedural geometry skeleton, while the per-voxel features decode to 3DGS splatting for complex regions. SLAT encode → hierarchical decode: simple voxels → procedural code, complex voxels → 3DGS splats.

SLAT Latent Editing (v1.0.0)

Theoretical basis: SLAT (Structured Latent Aggregation Transform) — see ../../references/slat-unified-representation.md. A scene is encoded into a compact structured latent (a voxel grid over the scene, each voxel aggregating local Gaussian features), edited in latent space, then re-decoded back to a Gaussian set. This lets the agent manipulate entire semantic regions with a single operation, independent of per-Gaussian IDs.

Encoding: Scene → Structured Latent

encode_scene_slatent voxelizes the active scene into a regular grid (voxel_size, default 1.0), assigning each Gaussian to a voxel by position. Each voxel stores an aggregated feature vector (mean position, mean scale, mean color, mean opacity, size, plus optional weighted semantic/part labels). The result is a slat_id referencing an in-memory snapshot with an encode_loss (reconstruction RMSE), letting the agent judge fidelity before editing.

Editing in Latent Space

edit_scene_latent applies a LatentEditOp to voxels matched by a LatentSelector (by voxel ids, a spatial box, or a part name — substring, case-insensitive). Seven operations are supported:

OpFieldsEffect
translatedelta: Vec3Move matched voxels (and their Gaussians) by a vector
scalefactor: number, origin: Vec3Scale voxel positions relative to an origin
rotateangleDeg: number, axis: Vec3, origin: Vec3Rotate voxels around an axis (degrees)
recolorcolor: Vec3, mix: numberBlend matched voxels' colors toward a target
opacityopacity: number, modeSet or scale opacity (mode set/scale)
smoothiterations: number, strength: numberSmooth feature positions/colors by averaging neighbors
deletetarget: "voxel"Remove all Gaussians in matched voxels

Schema vs core naming: the MCP JSON schema uses snake_case (angle_deg); the internal LatentEditOp uses camelCase (angleDeg). Handlers convert at the boundary. Library/test callers use camelCase directly.

Safety gate: edit_scene_latent computes affected_gaussians; if this exceeds 10% of the scene, the edit is rejected unless confirm=true. This reuses the project-wide 10% safety rule.

Apply to scene: with apply_to_scene=true (default) the edit is re-decoded and broadcast to the renderer via modify_gaussians; with false it only updates the in-memory snapshot, so the agent can preview/cancel before committing.

Decoding: Latent → Scene

Decoding rebuilds the Gaussian set: matched voxels are re-instantiated from edited features, untouched voxels keep their original Gaussians. delete removes the affected Gaussians entirely.

Voice-Driven SLAT Example

Loaded on demand — See mcp-tools-spec.md for full SLAT voice examples ("encode the scene", "move the cluster left", "scale the group up", etc.).

Cross-Scene Latent Transfer & Interpolation (v1.1.0)

v1.1 extends SLAT beyond a single scene. A latent edit computed on one scene (source) can now be transferred to another scene (target), or the two scenes can be interpolated in latent space. Both operations rely on a spatial correspondence built over the voxel grids.

Correspondence: Voxel Grid Matching

Both operations build a voxel grid over the source scene (cell size = match_radius) via buildVoxelGrid, then for each target voxel find the nearest source voxel within match_radius (nearestVoxel, 3×3×3 neighborhood search). The resulting pairs carry the relative changes across scenes.

Transferring a Latent Edit

transfer_scene_edit re-applies a LatentEditOp from source to target as a relative change:

OpTransferred As
translateSame delta applied to matched target voxels, scaled by strength
recolorColor offset (target − source voxel color) applied to matched target voxels, scaled by strength
opacityOpacity ratio (edited / original) scaled toward 1 by strength
deleteMatched target voxels removed when source voxels were deleted
  • match_radius (default 1.0) bounds the spatial correspondence.
  • strength (0–1) controls how strongly the source change is applied; 0 applies nothing, 1 applies fully.
  • Safety gate: if the matched fraction exceeds 10% of the target scene, confirm=true is required (same project-wide 10% rule).
  • apply_to_scene (default true) re-decodes and broadcasts via modify_gaussians; false only updates the in-memory snapshot for preview.
interpolate_scene_latent

interpolate_scene_latent blends the target scene toward the source in latent space:

  • t (0–1): 0 = target unchanged, 1 = fully source. Position, color, and opacity are all linearly interpolated per matched voxel.
  • match_radius (default 1.0) governs the correspondence as above.
  • Same 10% safety gate and apply semantics as transfer.

Design note: transfer carries relative change (style), while interpolation carries absolute blend (morph). Use transfer to reuse an edit, interpolation to morph one scene into another.

Voice Examples for Cross-Scene Transfer
  • "transfer the recolor to the other scene" → transfer_scene_edit (op="recolor")
  • "reuse this translate on scene B" → transfer_scene_edit (op="translate", target_slat_id=sceneB)
  • "blend scene B toward scene A" → interpolate_scene_latent (t=0.5)
  • "morph the table into the desk" → interpolate_scene_latent (t=1.0)

MCP Tools Specification

21 core MCP tools (fully implemented) + 13 experimental tools (schema-only stubs) enable agent-controlled 3DGS rendering, editing, sculpting, latent editing, cross-scene transfer, and export. Full JSON schemas are loaded on demand.

#Tool NameDescription
1import_sceneLoad a 3DGS scene from PLY/SPLAT file or URL
2set_cameraSet camera position, target, and field of view
3modify_gaussiansModify Gaussian properties by selection criteria (IDs, region, label)
4render_frameRender current scene from current camera as image
5query_sceneQuery scene stats, bbox, point, segmentation, or materials
6cast_rayCast ray for distance/normal via DDF-GS neural field
7simulate_physicsInvoke external physics engine (MPM/SPH/PBD) on 3DGS scene
8query_4d_sceneQuery dynamic 3D scene at arbitrary (x,y,t) coordinates
9deform_elasticApply particle-skinned eigenmode deformation to 3DGS object
10query_spatial_contextSpatial understanding query (grounding, relation, measurement, scene graph)
11bayesian_density_controlDP-Splat Bayesian nonparametric Gaussian density control
12moe_deformMoE-GS/MoDE mixture-of-experts dynamic deformation
13surgical_trackingTrack2Map surgical instrument tracking and tissue mapping
14query_provenanceGaussTrace provenance query and IP forgery detection
15set_pbr_materialSet PBR material properties (MGM/InvSplat) on selected Gaussians
16deformable_aggregateGADA feed-forward 3DGS from multi-view images
17set_stereoscopicStereoscopic dual-eye rendering (StereoGS) for VR/AR
18define_scene_specDefine Object Spec (hierarchy, materials, quality gates) before sculpting
19sculpt_pipelineExecute one stage of spec-first sculpting (6 stages, gate-evaluated)
20export_scene_codeExport scene as Three.js code + 3DGS splat (code-first philosophy)
21encode_scene_slatentEncode current scene into a SLAT structured latent snapshot (voxel grid + per-voxel features)
22edit_scene_latentApply a latent edit (translate/scale/rotate/recolor/opacity/smooth/delete) to a SLAT snapshot, optionally re-decode to scene
23list_slatentsList in-memory SLAT snapshots (id, voxel count, source Gaussian count)
24transfer_scene_editTransfer a latent edit computed on a source scene to a target scene (relative change, spatial correspondence)
25interpolate_scene_latentInterpolate the target scene toward the source in latent space (position/color/opacity blend)

Full tool schemas loaded on demand — See mcp-tools-spec.md for complete JSON schemas, sculpting examples, and reconstruction flows.

Show full SKILL.md (1,216 more words)Show less

Voice Intent Mapping

Voice Intent ExampleIntent TypeMCP Tool Call
"Build a scene with a desk and monitor"Scene spec definitiondefine_scene_spec (components=["desk","monitor"])
"Start with the rough layout"Sculpting: blockoutsculpt_pipeline (stage="blockout")
"Decompose into parts"Sculpting: structuralsculpt_pipeline (stage="structural")
"Refine the geometry"Sculpting: formsculpt_pipeline (stage="form")
"Assign materials"Sculpting: materialsculpt_pipeline (stage="material")
"Fix the surfaces"Sculpting: surfacesculpt_pipeline (stage="surface")
"Set up lighting"Sculpting: lightingsculpt_pipeline (stage="lighting")
"Export as editable code"Code-first exportexport_scene_code (format="threejs+splat")
"Export scene code only"Procedural-only exportexport_scene_code (format="threejs_only")
"What is to the left of the chair?"Spatial grounding queryquery_spatial_context (mode="grounding")
"How far is the table from the door?"Spatial measurementquery_spatial_context (mode="measurement")
"Where did this 3D model come from?"Provenance queryquery_provenance (query_type="lineage")
"Is this 3DGS model authentic?"Forgery detectionquery_provenance (query_type="forgery_detection")
"Make this object look metallic"PBR material editset_pbr_material (metallic=1.0)
"Infer materials from appearance"Inverse material estimationset_pbr_material (infer_from_appearance=true)
"Reconstruct from these photos fast"Feed-forward splattingdeformable_aggregate (input_views=[...])
"Show me in VR mode"Stereoscopic renderingset_stereoscopic (enabled=true)
"Adjust the eye distance"VR IPD controlset_stereoscopic (ipd=value)
"Encode the scene as a latent snapshot"SLAT encodingencode_scene_slatent
"Move the cluster to the left"SLAT translateedit_scene_latent (op="translate", select part="cluster")
"Scale the whole group up"SLAT scaleedit_scene_latent (op="scale")
"Rotate the table 90 degrees"SLAT rotateedit_scene_latent (op="rotate", angleDeg=90)
"Recolor the background to blue"SLAT recoloredit_scene_latent (op="recolor")
"Fade out the distant objects"SLAT opacityedit_scene_latent (op="opacity")
"Smooth the table surface"SLAT smoothedit_scene_latent (op="smooth")
"Delete the chair voxels"SLAT deleteedit_scene_latent (op="delete")
"List my latent snapshots"SLAT listinglist_slatents
"Transfer the recolor to the other scene"SLAT cross-scene transfertransfer_scene_edit (op="recolor", match_radius=1.0)
"Reuse this translate on scene B"SLAT cross-scene transfertransfer_scene_edit (op="translate", target_slat_id=sceneB)
"Blend scene B toward scene A"SLAT cross-scene interpolationinterpolate_scene_latent (t=0.5)
"Morph the table into the desk"SLAT cross-scene interpolationinterpolate_scene_latent (t=1.0)

Voice-Driven Reconstruction Flow

Loaded on demand — See mcp-tools-spec.md for the full voice-driven reconstruction flow examples (camera control and transparency editing).

Implementation Stack

ComponentTechnologyStatus
MCP ServerNode.js + @modelcontextprotocol/sdkPrototype
3DGS RendererThree.js + gaussian-splat-3d / gsplat.jsAvailable
WebGPU backendWebGPU + WGSL compute shadersExperimental
HiGS backendDual-scale tile rasterization (arXiv:2606.00352)Planned
DDF-GS backendNeural distance field for ray queries (arXiv:2606.00817)Planned
TransportWebSocket (localhost)Working
Voice STTWhisper API / Web Speech APIAvailable
Agent integrationClaude Code / TeleClaw MCP clientPending
Spec-first sculptingdefine_scene_spec + sculpt_pipeline (6 stages)Implemented (v0.9.0)
Code-first exportThree.js code generator + splat partitionerImplemented (v0.9.0)
SLAT latent editingencode/edit/decode structured latent (3 tools)Implemented (v1.0.0)
SLAT cross-scene transfertransfer_scene_edit + interpolate_scene_latent (2 tools)Implemented (v1.1.0)

Renderer Backend Details

Loaded on demand — See renderer-backends.md for renderer compatibility, DDF-GS, and HiGS details.

Known Limitations

  1. Latency: Large scenes (>1M Gaussians) require progressive loading; MCP render_frame may take 100-500ms
  2. Selection precision: Sphere/label-based Gaussian selection may miss thin structures; need ray-picking
  3. State management: MCP server must maintain scene state across tool calls; no built-in undo
  4. GPU memory: WebGL/WebGPU shares GPU memory with browser; cannot load >2GB scenes on most devices

Roadmap

  • v0.1: MCP tool specification (this document)
  • v0.2: Node.js MCP server + gsplat.js adapter + DDF-GS cast_ray tool + HiGS backend
  • v0.3: Voice-to-MCP pipeline (Whisper → Agent → MCP → render) + simulate_physics (RAF) + query_4d_scene (D4RT) + deform_elastic (FreeForm)
  • v0.4: Semantic querying (integrate OP2GS/Gaga for label-based selection)
  • v0.5: Real-time streaming (WebSocket-based progressive rendering)
  • v0.6: DDF-GS distillation integration (shadow/AO/reflection rendering)
  • v0.7: HiGS hierarchical rendering backend (950+ FPS target)
  • v0.8: Spec-first sculpting pipeline design (define_scene_spec + sculpt_pipeline 6 stages) + Code-first rendering export (export_scene_code) + Bayesian density control (DP-Splat) + MoE deformation (MoE-GS/MoDE) + Surgical tracking (Track2Map)
  • v0.9: Spec-first sculpting pipeline implemented — 3 new core tools (define_scene_spec, sculpt_pipeline, export_scene_code) with SceneSpecManager, 6-stage gate-evaluated executor, Three.js code generator, 8 voice intent patterns. E2E smoke test passing.
  • v1.0: SLAT-integrated latent editing implemented — 3 new core tools (encode_scene_slatent, edit_scene_latent, list_slatents) with SlatManager, 7 latent edit ops (translate/scale/rotate/recolor/opacity/smooth/delete), voxel-grid encoder/decoder, 9 SLAT voice intent patterns, 10% safety gate, E2E tests passing.
  • v1.1: SLAT cross-scene latent transfer implemented — 2 new core tools (transfer_scene_edit, interpolate_scene_latent) with voxel-grid spatial correspondence, relative-change transfer, latent interpolation, 2 new voice intent patterns, 10% safety gate, tests passing. Remaining: full voice-driven scene construction (spec → sculpt → export pipeline with real STT).
  • v1.2: Full voice-driven scene construction (spec → sculpt → export pipeline with real STT) + SLAT cross-scene latent transfer for dynamic/articulated scenes

Rules

  1. Never modify original PLY files: All operations are in-memory only; export requires explicit user command
  2. Validate before render: Always verify camera parameters and Gaussian bounds before rendering
  3. Respect GPU limits: Check available VRAM before loading large scenes; provide downsampling option
  4. Report rendering time: Always include render_time_ms in render_frame output for performance monitoring
  5. Safety gate: Operations affecting >10% of Gaussians require explicit user confirmation
  6. Spec before sculpt (v0.9.0): sculpt_pipeline must not be called without a valid spec_id. The spec defines acceptance criteria; without it, gate evaluation is impossible.
  7. Stage order enforced (v0.9.0): Sculpting stages must execute in order: blockout → structural → form → material → surface → lighting. Skipping stages requires explicit user override.
  8. Code-first default (v0.9.0): When exporting a scene, prefer export_scene_code with format="threejs+splat" over pure .ply export. Pure .ply should only be used when the user explicitly requests a binary blob.
  9. SLAT safety gate (v1.0.0): edit_scene_latent affecting >10% of Gaussians requires confirm=true. Preview with apply_to_scene=false before committing destructive latent edits.
  10. Naming boundary (v1.0.0): MCP tool arguments use snake_case (angle_deg); the core LatentEditOp uses camelCase (angleDeg). Handlers convert at the boundary; never mix cases in the core layer.
  11. Cross-scene safety gate (v1.1.0): transfer_scene_edit and interpolate_scene_latent affecting >10% of target Gaussians require confirm=true. Preview with apply_to_scene=false before committing cross-scene edits.

Part of Awesome-Gaussian-Skills

Red Lines

The following are categorical prohibitions. Violating any of these invalidates the output:

  • No invented data: Never fabricate MCP tool schemas, API behaviors, or rendering capabilities not in the loaded reference files. If a value is not found, write "data not available" or "N/A".
  • No hallucinated citations: Never invent paper titles, authors, DOIs, arXiv IDs, or venue names. Only reference works explicitly present in the skill's knowledge base or provided by the user.
  • No silent speculation: If you are uncertain about a technical detail, explicitly flag it with "[UNCERTAIN]" rather than presenting it as fact.
  • No method misattribution: Do not assign features, results, or mechanisms from one method to another. Each method's data is specific to that method.
  • No oversimplified comparisons: Do not reduce multi-dimensional rendering trade-offs to a single judgment without context.
  • 3dgs-engineering-guide — Production deployment (use for end-to-end deployment workflows)
  • 3dgs-spatial-agent — Spatial intelligence agent (use for agent-driven 3D interaction)
  • 3dgs-articulated-reasoner — Articulated object reasoning (use for interactive object manipulation)
  • 3dgs-visualizer — Visualization (use for rendering pipeline output quality assessment)
  • cad-mesh-3dgs — CAD/Mesh/3DGS conversion (use for code-first export partitioning and SLAT encoding)
  • nerf-to-3dgs-migrator — NeRF migration (use for SLAT-based component mapping)
  • SLAT unified representation — See ../../references/slat-unified-representation.md for the shared theoretical framework underlying scene code-first export and latent editing

Guardrail: Do Not Apply From Memory

Do NOT try to apply the logic, method data, bug patterns, or technical details described in this skill from memory. Always read the SKILL.md and referenced files from disk before producing any output. The knowledge base is updated frequently; stale memory may produce outdated, inaccurate, or fabricated results.

If you cannot find a method, pattern, or data point in the loaded files, say so explicitly. Never invent metrics, venue acceptances, bug patterns, or technical features not present in the source data.

© jaccen, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 3 other files (references) in skills/3dgs-mcp-renderer of jaccen/Awesome-Gaussian-Skills.

  • SKILL.md
  • references/code-first-examples.md
  • references/mcp-tools-spec.md
  • references/renderer-backends.md

Open the folder on GitHubat commit 8bebae5

Compare with similar skills

3dgs MCP Renderer next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

3dgs MCP Renderer compared with similar skills
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Octocode Mannequinbgauryy/octocode949—~1.2kAutomated safety check: PassMIT
Unreal Scene Buildingflopperam/unreal-engine-mcp1.1k—~1.4kAutomated safety check: PassNone
Fal Assetsrehan-remade/universal-modder6.5k—~2kAutomated safety check: NotesMIT
Threejs Game Directormintdotgg/mint-threejs-skills114—~1.4kAutomated safety check: PassMIT

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Questions about 3dgs MCP Renderer

What does 3dgs MCP Renderer do?

MCP protocol integration with 3DGS rendering pipeline: Agent-controlled Three.js/WebGPU rendering, voice-driven scene reconstruction, real-time parameter manipulation, light tracing backend. 3dgs MCP Renderer is an agent skill from jaccen/Awesome-Gaussian-Skills.js/WebGPU rendering, voice-driven scene reconstruction, real-time parameter manipulation, light tracing backend.

When should I use 3dgs MCP Renderer?

3dgs MCP Renderer fits situations like: : MCP rendering; agent-controlled 3DGS; voice-driven reconstruction; real-time 3DGS editing.

How do I install 3dgs MCP Renderer in Claude Code?

Run `npx skills add jaccen/Awesome-Gaussian-Skills --skill 3dgs-mcp-renderer -a claude-code`. Or copy the skill folder (skills/3dgs-mcp-renderer in jaccen/Awesome-Gaussian-Skills) into .claude/skills/3dgs-mcp-renderer in your project. Claude Code loads it when a task matches its description.

How do I install 3dgs MCP Renderer in Codex?

Run `npx skills add jaccen/Awesome-Gaussian-Skills --skill 3dgs-mcp-renderer -a codex`. Or copy the skill folder (skills/3dgs-mcp-renderer in jaccen/Awesome-Gaussian-Skills) into .agents/skills/3dgs-mcp-renderer in your project. Codex loads it when a task matches its description.

Can I use 3dgs MCP Renderer in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jaccen/Awesome-Gaussian-Skills --skill 3dgs-mcp-renderer -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/3dgs-mcp-renderer, .gemini/skills/3dgs-mcp-renderer, .github/skills/3dgs-mcp-renderer and .opencode/skills/3dgs-mcp-renderer in your project.

What does 3dgs MCP Renderer need to run?

SKILL.md names no scripts, command-line tools or credentials: 3dgs MCP Renderer is instructions for the agent only. Our summary lists: Node.js.

Does 3dgs MCP Renderer access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is 3dgs MCP Renderer safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does 3dgs MCP Renderer use?

3dgs MCP Renderer is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does 3dgs MCP Renderer use?

About 6.9k tokens (SKILL.md is roughly 28k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 8.2k tokens, read only when the agent opens those files.

What are the alternatives to 3dgs MCP Renderer?

Skills that share tags, products or a category with 3dgs MCP Renderer: Better Design (marvkr/better-design, 254 stars), Octocode Mannequin (bgauryy/octocode, 949 stars), Unreal Scene Building (flopperam/unreal-engine-mcp, 1.1k stars) and Fal Assets (rehan-remade/universal-modder, 6.5k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains 3dgs MCP Renderer?

jaccen (a GitHub user) maintains it in jaccen/Awesome-Gaussian-Skills, which has 161 GitHub stars. The repository holds 13 skills in this directory. The repository was last updated on October 11, 2026.

Source: jaccen/Awesome-Gaussian-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.