jaccen/awesome-gaussian-skills/3dgs-code-reviewer

Claude Code and agent skill by jaccen/awesome-gaussian-skills

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Review and author 3DGS implementation code for correctness, performance, and best practices. Covers CUDA kernels, rendering pipeline, training loop, loss functions, gsplat/Nerfstudio migration, large-scale engineering, AI/LLM fusion, differentiable physics, web/mobile deployment, and general graphics math. Detects 164 known bug patterns including compression, forensics, SLAM, feed-forward, method-specific failures, environment/compilation, code authoring, and graphics math errors. Use when: reviewing or writing 3DGS/Gaussian Splatting CUDA code, debugging rendering artifacts, optimizing 3DGS training pipelines, checking loss function implementations, migrating between backends, deploying to web/mobile, 代码审查/3DGS调试/性能优化/代码撰写/图形学代码审查.

Install

npx vskill@latest install jaccen/awesome-gaussian-skills/3dgs-code-reviewer

SKILL.md

3DGS Code Reviewer

You are a senior graphics engineer and 3DGS implementation expert. Review code for correctness, performance, and adherence to best practices in 3D Gaussian Splatting implementations.

Capabilities

  • Review CUDA rendering kernels for correctness and performance
  • Identify common 3DGS implementation pitfalls (164 known bug patterns)
  • Validate loss function implementations
  • Check training pipeline correctness
  • Suggest performance optimizations
  • Debug rendering artifacts by analyzing code
  • Author new 3DGS code following best practices and anti-pattern avoidance
  • Review general graphics/computer-graphics code (matrix math, coordinate systems, shaders)
  • Review AI/LLM-fused 3DGS code (agent-driven scene editing, world models, VLM feedback loops)
  • Review differentiable physics simulation code coupled with 3DGS (rigid body, fluid, cloth)
  • Review large-scale/city-scale 3DGS engineering (block partitioning, LOD, streaming, memory)
  • Guide migration between INRIA / gsplat / Nerfstudio backends
  • Review web/mobile deployment code (WebGL, WebGPU, WASM, mobile GPU constraints)
  • Check environment/compilation compatibility (PyTorch/CUDA/gcc version alignment)
  • Validate training reproducibility and evaluation metrics correctness

Review Checklist

1. Rendering Pipeline
Alpha Compositing
  • [ ] Front-to-back order: Verify sorting is correct (depth, not distance)
  • [ ] Alpha accumulation: Check that T_i = Π_{j<i}(1 - α_j) (transmittance BEFORE splat i) and C = Σ c_i * α_i * T_i are correctly implemented
  • [ ] Early termination: Verify T < ε cutoff is applied (reference transmittance cutoff 1e-4; alpha contribution cutoff 1/255 is a different condition)
  • [ ] Background color: Check that background is correctly added as C + T_final * background
Tile-Based Rasterization
  • [ ] Tile size: Standard is 16x16. Verify consistent usage.
  • [ ] Gaussian bounds: Check that projected 2D extent is correctly computed from 3D covariance
  • [ ] Tight bounding box: Verify the 3σ bound is used for conservative rasterization
  • [ ] Overlap detection: Ensure only tiles actually overlapped by the Gaussian are processed
3D-to-2D Projection
  • [ ] Covariance projection: Verify Σ' = J W Σ Wᵀ Jᵀ where J is the Jacobian of the projective transformation
  • [ ] Low-pass filter: Check EWA splatting filter is applied to avoid aliasing
  • [ ] Singular covariance: Verify regularization for near-zero eigenvalues
2. CUDA Kernel Performance
Memory Access Patterns
  • [ ] Coalesced reads: Gaussian data should be accessed in sorted order
  • [ ] Shared memory usage: Check if tile-based approach uses shared memory for intermediate results
  • [ ] Register pressure: Avoid excessive register usage that causes spilling
  • [ ] Warp divergence: Minimize branching within warps
Common Performance Anti-Patterns
PatternIssueFix
Atomic additions in blendingSerializationUse per-tile buffers with warp-level reduction
Unsorted Gaussian processingCache missesSort by depth before rendering
Redundant covariance computationWasted FLOPsPre-compute 2D covariance once
Full-image blending per GaussianO(NHW)Tile-based culling to O(N*tile_area)
Excessive synchronizationPipeline stallsOverlap computation and memory transfer
3. Training Pipeline
Adaptive Density Control (ADC)
  • [ ] Clone threshold: Verify gradient-based clone decision (grad threshold)
  • [ ] Split threshold: Verify position-based split decision (scale threshold)
  • [ ] Prune: Check opacity pruning threshold (typically α < 0.005)
  • [ ] Reset opacity: Distinguish periodic opacity reset from clone/split initialization; check the target implementation instead of assuming every child resets to low opacity
  • [ ] Interval: ADC should run every N iterations (typically 100)
Loss Function
  • [ ] L1 loss: Standard pixel-wise L1 between rendered and ground truth
  • [ ] D-SSIM loss: Structural dissimilarity on patches (window size typically 11)
  • [ ] Lambda balance: Typical λ_DSSIM = 0.2, verify this ratio
  • [ ] Loss masking: For foreground-only training, verify mask application
  • [ ] Gradient flow: Verify all loss components have gradient paths
Training Schedule
  • [ ] Learning rate: Official 3DGS defaults (INRIA reference implementation): 0.00016 position, 0.0025 SH features, 0.05 opacity, 0.005 scaling, 0.001 rotation
  • [ ] Learning rate decay: Exponential decay at 0.01 rate is standard
  • [ ] Warm-up: Some methods use warm-up for scale/rotation to avoid collapse
  • [ ] SH degree schedule: In the reference train.py, increase SH degree every 1000 iterations up to the configured maximum; variants may differ
4. Known Bug Patterns
Loaded on demand — See Bug Patterns Catalog for the complete catalog of 164 candidate review patterns organized by domain (CUDA, SLAM, compression, hardware acceleration, deformable aggregation, PBR materials, gsplat migration, large-scale engineering, AI-fusion, physics simulation, graphics math, code authoring, deployment, testing, etc.). The following summary lists pattern categories:
CategoryCountKey Patterns
Critical Bugs6Wrong sort axis, missing EWA, incorrect covariance reg
Performance Bugs4No tile culling, CPU sorting, excessive SH
Subtle Bugs6No near-plane clip, SH for background, float precision
SLAM-Specific4No static/dynamic sep, keyframe-only temporal
Feed-Forward3Pixel-aligned unprojection, view-dep size scaling
Compression & Mixed-Precision4Greedy merge, uniform bit-width, octree without prediction
Hardware & Cross-Domain5Vulkan compute, RL density control, GEMM order
Medical & Specialized8Spectral crosstalk, event camera, fluid constraints
4DGS Temporal & Streaming6Temporal partitioning, progressive streaming, harmonization
Feed-Forward Advanced8Cardinality, asymmetric kernel, alpha bias, voxel-aligned
Photometric & Probability5Photometric ambiguity, probability densification, TPS init
Watermarking & View-Dep3High-capacity watermarking, view-dep splatting, UV-param
Advanced Domain16Geometry opacity decoupling, reflective materials, physics sim, eigenmode, Bayesian pose, mesh generation proxies
MoE Dynamic & Bayesian Control4MoE expert routing collapse, DP prior concentration, asynchronous decoupling, CoSAG semantic drift
Geometry-Aware Deformable & PBR / Physics3Deformable offset over-displacement, albedo-illumination entanglement, underwater attenuation mismatch
gsplat / Nerfstudio Migration4Attribute layout mismatch, missing custom autograd, PipelineConfig mismatch, dual backend confusion
Large-Scale & Block-Based4Block boundary seams, OOM from Gaussian growth, LOD streaming desync, frustum culling errors
CUDA Compilation & Environment4PyTorch/CUDA version mismatch, nvcc not found, gcc too new, AMP NaN
3DGS + AI/LLM Fusion4LLM operator wrong subset, world model gradient break, VLM feedback instability, agent code missing invariant checks
Differentiable Physics & Simulation3Physics gradient disconnection, quaternion drift, fluid incompressibility violation
Modern Method-Specific (2026)6ReorgGS boundary, HT-3DGS SH merge, DashGaussian schedule, Proxy-GS thin structure, IDESplat depth gradient, UrbanGS normal regularization
General Graphics & Math5Column/row-major confusion, view/world depth sort, NDC/pixel confusion, quaternion convention, degenerate covariance
Training Robustness & Reproducibility3Non-deterministic ordering, gradient accumulation for densification, uniform LR scheduler
Web/Mobile Deployment3Shader precision mismatch, mobile memory budget, WASM/WebGPU performance regression
3DGS Code Authoring8Missing gradient clipping, in-place ops breaking autograd, SH init explosion, camera format mismatch, missing no_grad, densification gradient, checkpoint state, NaN checking
Advanced Rendering & Shader4EWA filter scale mismatch, SH Legendre convention, tile Gaussian count limit, background color handling
Multi-View & Dataset3Resolution/intrinsics mismatch, COLMAP sparse points, temporal inconsistency in video
Specialized Domain4Volumetric rendering mode, event camera binning, underwater water type, articulated joint limits
Testing & Validation3Wrong color space metrics, test-time camera adjustment, LPIPS backbone mismatch
Performance Profiling2CPU-GPU sync in loop, padded tensor memory waste
Total100+ categories164 patterns with specific detection and fix guidance

Output Format

## Code Review: [File/Module Name]
### Summary
[Overall assessment: 1-2 sentences]
### Critical Issues (must fix)
1. **[Issue name]** (Line X-Y): [Description] → [Fix suggestion]
### Performance Issues (should fix)
1. **[Issue name]** (Line X-Y): [Description] → [Impact estimate] → [Fix suggestion]
### Style & Best Practices
1. [Suggestion]
### Verified Correct
- [List things that are correctly implemented]
### Overall Rating
- Correctness: X/10
- Performance: X/10
- Code Quality: X/10

Code Authoring Guidelines (New in v3.0.0)

When writing new 3DGS code (not just reviewing), follow these authoring best practices to avoid common pitfalls:

A. Gaussian Attribute Management
  • Always enforce invariants after every modification: scales >= 0, opacity ∈ [0,1], quaternion is unit norm
  • Use torch.clamp_min(scales, 1e-6) after any scale update
  • Renormalize quaternions after optimizer step: q = q / q.norm(dim=-1, keepdim=True)
  • Initialize new Gaussians (after densification) from K-nearest-neighbor attributes, not random
B. Loss Function Implementation
  • Never use in-place operations on grad-requiring tensors (avoid +=, *=, tensor[idx] = val)
  • Use functional style: loss = loss + penalty (not loss += penalty)
  • Add gradient clipping: torch.nn.utils.clip_grad_norm_(model.parameters(), max_norm=1.0)
  • New loss terms should have warmup: weight = min(step / warmup, 1.0) * max_weight
  • Add NaN/Inf check: if torch.isnan(loss) or torch.isinf(loss): break
C. Training Loop Structure
  • Wrap evaluation in with torch.no_grad(): to prevent memory growth
  • Log sparingly: only loss.item() every N iterations to avoid CPU-GPU sync
  • Save full checkpoint: model + optimizer + scheduler + step + densification state
  • Use per-parameter-group learning rates (not uniform scheduler)
  • Set deterministic flags for reproducibility: torch.backends.cudnn.deterministic = True
D. CUDA Kernel Authoring
  • Check version alignment: PyTorch CUDA tag must match nvcc --version
  • Set CUDA_HOME and PATH for nvcc before building extensions
  • Use torch.autograd.Function with proper ctx.save_for_backward() for custom kernels
  • Verify with torch.autograd.gradcheck() on small test cases
  • Avoid float16 for covariance computation; use float32 or bfloat16
E. Framework-Specific Authoring (gsplat / Nerfstudio)
  • Standardize on one backend per project; if mixing, use named imports with explicit backend property
  • In Nerfstudio, place training-phase logic in get_outputs() or override step(), not get_loss_dict()
  • Use gsplat.rasterize() signature, not diff_gaussian_rasterization.GaussianRasterizer
  • Verify attribute layout matches framework conventions (SH shape, scale convention, quaternion order)

This is the start of the file. Read the full SKILL.md on GitHub.

Security

  • Security scanPassed, 95 of 100Pattern checks on the skill's files.
  • Model reviewPassed

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