TopGit theo dõi NVIDIAGameWorks/kaolin trên GitHub trong nhóm AI Tools, đã đạt 5.2k sao. A PyTorch Library for Accelerating 3D Deep Learning Research
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First-class 3D Gaussian splats (PLY/USD I/O, densification, gsplat bridge)
GPU octree acceleration structure: Structured Point Clouds (SPC)
Conversions between 3D representations, quaternion ops, and USD I/O
Kaolin packages reusable building blocks from NVIDIA 3D research into a cohesive PyTorch API — continuously improving representation-agnostic physics simulation, fast conversions between representations, quaternion math, batched mesh and splat containers, I/O, visualization and more. See kaolin.readthedocs.io for tutorials and API reference, and developer.nvidia.com/kaolin for the NVIDIA Kaolin hub.
SIGGRAPH 2026
Join us in Los Angeles! Two sessions showcasing new Kaolin capabilities. Full details here.
Talk — Any Representation, Any Hardware, All Interactions
Accelerating Interactive Prototypes Over Cutting Edge AI & 3D Research
Sun 19 Jul 2026, 3:00–3:20 pm PDT · Room 408 A
Maria Shugrina (NVIDIA / University of Toronto)
Introduces Kaolin's new web client-server framework (kaolin/visualize/dash) for rapid prototyping of interactive browser interfaces over emerging AI and 3D research — patterns distilled from building interactive tools at SIGGRAPH technical papers, Real-Time Live, and Labs. Available on the web_framework_prerelease branch (not yet merged to master).
Schedule →
Hands-on Lab — From 3D Captures to Simulated Digital Environments
Thu 23 Jul 2026, 10:15–11:45 am PDT · Concourse Hall
Clement Fuji Tsang, Vismay Modi, Maria Shugrina (NVIDIA)
A capture-to-simulation pipeline for in-the-wild 3D Gaussian Splat scenes: segment objects, predict volumetric mechanical properties, run mixed splat–mesh physics — powered by recent Kaolin features. Export shareable USD files with Kaolin's custom physics schema.
Bring your laptop and follow along hands-on. Full Conference badge required.
Schedule →
Features
Physics (Simplicits)
Simulate meshes, splats, and point clouds with collisions. Warp-accelerated, representation-agnostic.
Docs ·
Mesh ·
Splat ·
3DGRUT
3D Gaussian Splats
GaussianSplatModel, PLY/USD I/O, densification, gsplat camera converters.
Tutorial ·
Simulate ·
Interactive viz
Differentiable Rendering
DIB-R, nvdiffrast, easy_render PBR, spherical harmonics and spherical gaussians lighting.
Docs ·
DIB-R ·
Easy render ·
Camera ·
Lighting
Structured Point Clouds
GPU octree acceleration structure with ray tracing and feature grids.
Docs ·
Tutorial ·
API
USD Pipeline
Import/export meshes, point clouds, gaussians, and physics materials with Kaolin's custom schema.
API ·
Checkpoints ·
GLTF viz
Visualization
Jupyter 3D viewer, Timelapse checkpoints, and web client-server framework.
Docs ·
Interactive ·
Checkpoints ·
Web framework branch
Conversions
Fast GPU conversions between meshes, voxel grids, point clouds, gaussians, and more.
Docs ·
DMTet ·
FlexiCubes
Quaternions
Differentiable quaternion and rigid-transform utilities for 3D deep learning.
Docs ·
Tutorial ·
API
Surface Meshes
Batched SurfaceMesh container with auto-computed attributes and I/O.
Docs ·
Tutorial ·
Easy render
Experimental: Newton coupling — Simplicits soft bodies with rigid bodies, MPM, and articulated robots
(rigid ·
MPM ·
Franka).
See the tutorial index and API reference at kaolin.readthedocs.io.
Installation
Starting with v0.12.0, Kaolin supports installation with pre-built wheels:
# Replace TORCH_VERSION and CUDA_VERSION with your torch / cuda versions
pip install kaolin==0.18.0 -f https://nvidia-kaolin.s3.us-east-2.amazonaws.com/torch-{TORCH_VERSION}_cu{CUDA_VERSION}.html
For example, kaolin 0.18.0 with PyTorch 2.8.0 and CUDA 12.8:
import kaolin
from kaolin.rep import GaussianSplatModel
gs = kaolin.io.import_gaussiancloud("scene.ply")
print(gs) # GaussianSplatModel with positions, scales, rotations, opacities, ...
Simulate a mesh with Simplicits — see the physics tutorial.
Render a mesh with the easy PBR API:
import kaolin as kal
mesh = kal.io.obj.import_mesh("model.obj")
camera = kal.render.easy_render.default_camera(512)
lighting = kal.render.easy_render.default_lighting()
result = kal.render.easy_render.render_mesh(camera, mesh, lighting=lighting)
News
Unreleased (master or staging)
Recent work on master since v0.18.0:
FreeForm / RKPM (CVPR 2026) — mesh-free, reduced-order deformable simulation for meshes and Gaussian splats. Builds skinning eigenmodes with a Reproducing Kernel Particle Method (RKPM) basis instead of per-shape neural-field optimization — about 40× faster training and lower error vs. FEM. Now integrated in Kaolin Simplicits.
Web client-server framework (kaolin/visualize/dash) — rapid prototyping of interactive Web UIs over AI and 3D research (web_framework_prerelease branch; SIGGRAPH 2026 talk)
GaussianSplatModel and PointSamples tensor-container API
PLY/USD gaussian I/O with feature preservation
USD physics schema — materials, skinned physics, subset features
gsplat batched camera converters
Newton coupling — soft bodies with rigid/MPM/Franka (notebooks)
Simplicits Easy API save/load redesign and collision friction fixes
FlexiCubes now Apache 2.0 at kaolin/ops/conversions/flexicubes/
v0.18.0 highlights
Collisions in the physics module
3D gaussians → voxelgrid conversion and volume densifier
Mesh + gaussian physics with 3DGRUT rendering
FlexiCubes relicensed to Apache 2.0
See release notes for details.
Tutorials
Notebooks live under examples/tutorial/. Highlights by topic:
Kaolin is released under the Apache License 2.0. A default import kaolin gives you the full Apache-licensed library.
The kaolin/non_commercial/ package is legacy only — kept for backward compatibility with older import paths (e.g. the pre-Apache FlexiCubes copy). New code should use the Apache-licensed modules under kaolin/ops/, kaolin/rep/, and the rest of the package tree.
Citation
If you use Kaolin in your research, please cite:
@software{KaolinLibrary,
author = {Tsang, Clement Fuji and Shugrina, Maria and Lafleche, Jean-Francois and Perel, Or and Loop, Charles and Takikawa, Towaki and Modi, Vismay and Zook, Alexander and Wang, Jiehan and Chen, Wenzheng and Shen, Tianchang and Gao, Jun and Jatavallabhula, Krishna Murthy and Smith, Edward and Rozantsev, Artem and Fidler, Sanja and State, Gavriel and Gorski, Jason and Xiang, Tommy and Li, Jianing and Li, Michael and Lebaredian, Rev},
title = {{Kaolin: A PyTorch Library for Accelerating 3D Deep Learning Research}},
version = {0.18.0},
date = {2024-11-20},
url = {https://github.com/NVIDIAGameWorks/kaolin}
}
Contributors
Current team: Clement Fuji Tsang (Technical Lead), Maria (Masha) Shugrina (Manager), Charles Loop, Vismay Modi, Or Perel
Other major contributors: Alexander Zook, Donglai Xiang, Wenzheng Chen, Sanja Fidler, Jun Gao, Jason Gorski, Jean-Francois Lafleche, Rev Lebaredian, Jianing Li, Michael Li, Krishna Murthy Jatavallabhula, Artem Rozantsev, Tianchang (Frank) Shen, Edward Smith, Gavriel State, Towaki Takikawa, Jiehan Wang, Tommy Xiang
NVIDIAGameWorks/kaolin có 5.2k sao GitHub — tải lại trang để xem số mới nhất, hoặc xem trực tiếp github.com/NVIDIAGameWorks/kaolin. TopGit phản chiếu số sao của GitHub nhưng không cam kết đến từng phút.
NVIDIAGameWorks/kaolin có những chủ đề gì?
GitHub topics của NVIDIAGameWorks/kaolin: "3d-deep-learning", "artificial-intelligence", "camera-api", "cuda", "differentiable-lighting", "differentiable-rendering", "gaussian-splatting", "interactive-visualizations", "neural-networks", "nvidia-warp", "physics-simulation", "pytorch", "rasterization". TopGit xếp repo vào nhóm AI Tools.
NVIDIAGameWorks/kaolin còn đang phát triển không?
Commit gần nhất trên NVIDIAGameWorks/kaolin là 25 ngày trước (theo timestamp GitHub). Repo có 627 fork — một chỉ báo về mức độ quan tâm của cộng đồng.
NVIDIAGameWorks/kaolin là gì?
NVIDIAGameWorks/kaolin (NVIDIAGameWorks/kaolin) là dự án Python trên GitHub. Theo mô tả gốc: A PyTorch Library for Accelerating 3D Deep Learning Research
NVIDIAGameWorks/kaolin so với các dự án AI Tools khác thế nào?
NVIDIAGameWorks/kaolin được TopGit xếp vào nhóm AI Tools, với 5.2k sao GitHub và viết bằng Python. Xem trang chủ đề AI Tools trên TopGit để so sánh với các dự án tương tự theo số sao và mức độ hoạt động.
NVIDIAGameWorks/kaolin viết bằng ngôn ngữ gì?
NVIDIAGameWorks/kaolin chủ yếu viết bằng Python. Trường "language" của GitHub dựa trên phần lớn byte ở nhánh mặc định.
Vì sao NVIDIAGameWorks/kaolin được xếp vào nhóm AI Tools?
TopGit xếp NVIDIAGameWorks/kaolin vào nhóm AI Tools dựa trên GitHub topics và mô tả của repo (gắn thẻ: "3d-deep-learning", "artificial-intelligence", "camera-api"). Việc phân loại dựa trên metadata thật của repo, không phải đoán theo cảm tính biên tập.
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