Best for
- Use when: MCP rendering, agent-controlled 3DGS, voice-driven reconstruction, real-time 3DGS editing, Three.
jaccen/Awesome-Gaussian-Skills/skills/3dgs-mcp-renderer/SKILL.md
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.
Decision brief
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.
Compatibility matrix
| Platform | Status | Evidence | What to check |
|---|---|---|---|
| Codex | Not declared | No explicit evidence | Portability before use |
| Claude Code | Not declared | No explicit evidence | Portability before use |
| Cursor | Not declared | No explicit evidence | Portability before use |
| Gemini CLI | Not declared | No explicit evidence | Portability before use |
Installation
The source command is displayed only when detected. A safe inspection prompt is always available so your agent can explain every action before execution.
npx skills add https://github.com/jaccen/Awesome-Gaussian-Skills --skill "skills/3dgs-mcp-renderer"Inspect the Agent Skill "3dgs-mcp-renderer" from https://github.com/jaccen/Awesome-Gaussian-Skills/blob/8b0f40d4378e2152936765ec6d7873119e69ed42/skills/3dgs-mcp-renderer/SKILL.md at commit 8b0f40d4378e2152936765ec6d7873119e69ed42. List every install step, command, network request, credential, file read/write, external action, and rollback step. Explain whether it fits my task. Do not install or execute anything until I approve.
Workflow
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.
Review the “Implementation Stack” section in the pinned source before continuing.
Review the “Architecture” section in the pinned source before continuing.
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…
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:
Permission review
The documentation asks the agent to read local files, directories, or repositories.
| 1 | `import_scene` | Load a 3DGS scene from PLY/SPLAT file or URL |Evidence record
| Signal | Value | Evidence type | Meaning |
|---|---|---|---|
| Quality score | 98/100 | Computed | Documentation, specificity, maintenance, and trust rules |
| Repository stars | 144 | Source | Repository attention, not individual Skill quality |
| Compatibility | 0 platforms | Source | Declared in the catalog source record |
| Usage guide | automated source guide | Editorial | Generated or reviewed according to the visible evidence level |
Pinned source
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.
┌─────────────┐ ┌─────────────┐ ┌──────────────────┐ ┌──────────────────┐
│ 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
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.
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:
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.
┌─────────────────────────────────────────────────────────────┐
│ 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.
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
Loaded on demand — See mcp-tools-spec.md for the full voice-driven sculpting example (desk scene with 8-step agent pipeline).
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.
| Aspect | Traditional (.ply/.splat) | Code-First (.js + .splat) |
|---|---|---|
| Editability | Binary blob, hard to edit | Source code, any field adjustable |
| Version control | Binary diff, no merge | Text diff, git-friendly |
| File size | Full Gaussian set (MB-GB) | Code skeleton (KB) + compressed splat data |
| Scene composition | Single flat Gaussian cloud | Hierarchical code with part-level control |
| Interaction logic | Must be added externally | Embedded in code |
| 3DGS data | All in one file | Separate .splat file loaded by code |
| Procedural elements | Not supported | Parametric geometry in code (e.g., desk surface = PlaneGeometry) |
The key insight: not everything needs to be Gaussians. For a desk scene:
BoxGeometry in code (simple, editable, lightweight)MeshStandardMaterial (or 3DGS if view-dependent)Loaded on demand — See code-first-examples.md for hybrid export code examples.
| Scene Element | Recommendation | Why |
|---|---|---|
| Flat surfaces (walls, floors, desks) | Procedural code | Simple, editable, tiny file size |
| Parametric objects (cabinets, shelves) | Procedural code | Adjust dimensions in code |
| Organic objects (plants, food, fabric) | 3DGS splat | Can't match quality procedurally |
| View-dependent surfaces (screens, mirrors) | 3DGS splat | SH coefficients capture view dependence |
| Articulated parts (joints, hinges) | Procedural code | Joint parameters are explicit in code |
| Mixed scenes (most real cases) | Hybrid code + splat | Best of both worlds |
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.
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.
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.
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:
| Op | Fields | Effect |
|---|---|---|
translate | delta: Vec3 | Move matched voxels (and their Gaussians) by a vector |
scale | factor: number, origin: Vec3 | Scale voxel positions relative to an origin |
rotate | angleDeg: number, axis: Vec3, origin: Vec3 | Rotate voxels around an axis (degrees) |
recolor | color: Vec3, mix: number | Blend matched voxels' colors toward a target |
opacity | opacity: number, mode | Set or scale opacity (mode set/scale) |
smooth | iterations: number, strength: number | Smooth feature positions/colors by averaging neighbors |
delete | target: "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 rebuilds the Gaussian set: matched voxels are re-instantiated from edited features, untouched voxels keep their original Gaussians. delete removes the affected Gaussians entirely.
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.).
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.
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.
transfer_scene_edit re-applies a LatentEditOp from source to target as a relative change:
| Op | Transferred As |
|---|---|
translate | Same delta applied to matched target voxels, scaled by strength |
recolor | Color offset (target − source voxel color) applied to matched target voxels, scaled by strength |
opacity | Opacity ratio (edited / original) scaled toward 1 by strength |
delete | Matched 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.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_latentinterpolate_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.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.
transfer_scene_edit (op="recolor")transfer_scene_edit (op="translate", target_slat_id=sceneB)interpolate_scene_latent (t=0.5)interpolate_scene_latent (t=1.0)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 Name | Description |
|---|---|---|
| 1 | import_scene | Load a 3DGS scene from PLY/SPLAT file or URL |
| 2 | set_camera | Set camera position, target, and field of view |
| 3 | modify_gaussians | Modify Gaussian properties by selection criteria (IDs, region, label) |
| 4 | render_frame | Render current scene from current camera as image |
| 5 | query_scene | Query scene stats, bbox, point, segmentation, or materials |
| 6 | cast_ray | Cast ray for distance/normal via DDF-GS neural field |
| 7 | simulate_physics | Invoke external physics engine (MPM/SPH/PBD) on 3DGS scene |
| 8 | query_4d_scene | Query dynamic 3D scene at arbitrary (x,y,t) coordinates |
| 9 | deform_elastic | Apply particle-skinned eigenmode deformation to 3DGS object |
| 10 | query_spatial_context | Spatial understanding query (grounding, relation, measurement, scene graph) |
| 11 | bayesian_density_control | DP-Splat Bayesian nonparametric Gaussian density control |
| 12 | moe_deform | MoE-GS/MoDE mixture-of-experts dynamic deformation |
| 13 | surgical_tracking | Track2Map surgical instrument tracking and tissue mapping |
| 14 | query_provenance | GaussTrace provenance query and IP forgery detection |
| 15 | set_pbr_material | Set PBR material properties (MGM/InvSplat) on selected Gaussians |
| 16 | deformable_aggregate | GADA feed-forward 3DGS from multi-view images |
| 17 | set_stereoscopic | Stereoscopic dual-eye rendering (StereoGS) for VR/AR |
| 18 | define_scene_spec | Define Object Spec (hierarchy, materials, quality gates) before sculpting |
| 19 | sculpt_pipeline | Execute one stage of spec-first sculpting (6 stages, gate-evaluated) |
| 20 | export_scene_code | Export scene as Three.js code + 3DGS splat (code-first philosophy) |
| 21 | encode_scene_slatent | Encode current scene into a SLAT structured latent snapshot (voxel grid + per-voxel features) |
| 22 | edit_scene_latent | Apply a latent edit (translate/scale/rotate/recolor/opacity/smooth/delete) to a SLAT snapshot, optionally re-decode to scene |
| 23 | list_slatents | List in-memory SLAT snapshots (id, voxel count, source Gaussian count) |
| 24 | transfer_scene_edit | Transfer a latent edit computed on a source scene to a target scene (relative change, spatial correspondence) |
| 25 | interpolate_scene_latent | Interpolate 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.
| Voice Intent Example | Intent Type | MCP Tool Call |
|---|---|---|
| "Build a scene with a desk and monitor" | Scene spec definition | define_scene_spec (components=["desk","monitor"]) |
| "Start with the rough layout" | Sculpting: blockout | sculpt_pipeline (stage="blockout") |
| "Decompose into parts" | Sculpting: structural | sculpt_pipeline (stage="structural") |
| "Refine the geometry" | Sculpting: form | sculpt_pipeline (stage="form") |
| "Assign materials" | Sculpting: material | sculpt_pipeline (stage="material") |
| "Fix the surfaces" | Sculpting: surface | sculpt_pipeline (stage="surface") |
| "Set up lighting" | Sculpting: lighting | sculpt_pipeline (stage="lighting") |
| "Export as editable code" | Code-first export | export_scene_code (format="threejs+splat") |
| "Export scene code only" | Procedural-only export | export_scene_code (format="threejs_only") |
| "What is to the left of the chair?" | Spatial grounding query | query_spatial_context (mode="grounding") |
| "How far is the table from the door?" | Spatial measurement | query_spatial_context (mode="measurement") |
| "Where did this 3D model come from?" | Provenance query | query_provenance (query_type="lineage") |
| "Is this 3DGS model authentic?" | Forgery detection | query_provenance (query_type="forgery_detection") |
| "Make this object look metallic" | PBR material edit | set_pbr_material (metallic=1.0) |
| "Infer materials from appearance" | Inverse material estimation | set_pbr_material (infer_from_appearance=true) |
| "Reconstruct from these photos fast" | Feed-forward splatting | deformable_aggregate (input_views=[...]) |
| "Show me in VR mode" | Stereoscopic rendering | set_stereoscopic (enabled=true) |
| "Adjust the eye distance" | VR IPD control | set_stereoscopic (ipd=value) |
| "Encode the scene as a latent snapshot" | SLAT encoding | encode_scene_slatent |
| "Move the cluster to the left" | SLAT translate | edit_scene_latent (op="translate", select part="cluster") |
| "Scale the whole group up" | SLAT scale | edit_scene_latent (op="scale") |
| "Rotate the table 90 degrees" | SLAT rotate | edit_scene_latent (op="rotate", angleDeg=90) |
| "Recolor the background to blue" | SLAT recolor | edit_scene_latent (op="recolor") |
| "Fade out the distant objects" | SLAT opacity | edit_scene_latent (op="opacity") |
| "Smooth the table surface" | SLAT smooth | edit_scene_latent (op="smooth") |
| "Delete the chair voxels" | SLAT delete | edit_scene_latent (op="delete") |
| "List my latent snapshots" | SLAT listing | list_slatents |
| "Transfer the recolor to the other scene" | SLAT cross-scene transfer | transfer_scene_edit (op="recolor", match_radius=1.0) |
| "Reuse this translate on scene B" | SLAT cross-scene transfer | transfer_scene_edit (op="translate", target_slat_id=sceneB) |
| "Blend scene B toward scene A" | SLAT cross-scene interpolation | interpolate_scene_latent (t=0.5) |
| "Morph the table into the desk" | SLAT cross-scene interpolation | interpolate_scene_latent (t=1.0) |
Loaded on demand — See mcp-tools-spec.md for the full voice-driven reconstruction flow examples (camera control and transparency editing).
| Component | Technology | Status |
|---|---|---|
| MCP Server | Node.js + @modelcontextprotocol/sdk | Prototype |
| 3DGS Renderer | Three.js + gaussian-splat-3d / gsplat.js | Available |
| WebGPU backend | WebGPU + WGSL compute shaders | Experimental |
| HiGS backend | Dual-scale tile rasterization (arXiv:2606.00352) | Planned |
| DDF-GS backend | Neural distance field for ray queries (arXiv:2606.00817) | Planned |
| Transport | WebSocket (localhost) | Working |
| Voice STT | Whisper API / Web Speech API | Available |
| Agent integration | Claude Code / TeleClaw MCP client | Pending |
| Spec-first sculpting | define_scene_spec + sculpt_pipeline (6 stages) | Implemented (v0.9.0) |
| Code-first export | Three.js code generator + splat partitioner | Implemented (v0.9.0) |
| SLAT latent editing | encode/edit/decode structured latent (3 tools) | Implemented (v1.0.0) |
| SLAT cross-scene transfer | transfer_scene_edit + interpolate_scene_latent (2 tools) | Implemented (v1.1.0) |
Loaded on demand — See renderer-backends.md for renderer compatibility, DDF-GS, and HiGS details.
sculpt_pipeline must not be called without a valid spec_id. The spec defines acceptance criteria; without it, gate evaluation is impossible.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.edit_scene_latent affecting >10% of Gaussians requires confirm=true. Preview with apply_to_scene=false before committing destructive latent edits.angle_deg); the core LatentEditOp uses camelCase (angleDeg). Handlers convert at the boundary; never mix cases in the core layer.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
The following are categorical prohibitions. Violating any of these invalidates the output:
../../references/slat-unified-representation.md for the shared theoretical framework underlying scene code-first export and latent editingDo 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.
Frequently asked questions
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.
The source record exposes this install command: npx skills add https://github.com/jaccen/Awesome-Gaussian-Skills --skill "skills/3dgs-mcp-renderer". Inspect the command and pinned source before running it.
Static rules flagged read-files in the source; the page lists the matching lines and excerpts.
Alternatives
coreyhaines31/marketingskills
When the user wants to plan, design, or implement an A/B test or experiment, or build a growth experimentation program. Also use when the user mentions "A/B test," "split test," "experiment," "test this change," "variant copy," "multivariate test," "hypothesis," "should I test this," "which version is better," "test two versions," "statistical significance," "how long should I run this test," "growth experiments," "experiment velocity," "experiment backlog," "ICE score," "experimentation program
garrytan/gbrain
End-to-end discipline for turning any large data source (audio libraries, email takeouts, document corpora, chat exports, API dumps) into brain pages at scale. The lifecycle spine: SCHEMA → ACCESS → TRIAL → EVALUATE → IMPROVE → CODIFY → TEST → SKILLIFY → BULK → MONITOR. State is tracked in a durable JSON manifest (see MANIFEST-PATTERN.md) so any crash, session boundary, or subagent fan-out resumes from ground truth instead of memory.
alirezarezvani/claude-skills
App Store Optimization (ASO) toolkit for researching keywords, analyzing competitor rankings, generating metadata suggestions, and improving app visibility on Apple App Store and Google Play Store. Use when the user asks about ASO, app store rankings, app metadata, app titles and descriptions, app store listings, app visibility, or mobile app marketing on iOS or Android. Supports keyword research and scoring, competitor keyword analysis, metadata optimization, A/B test planning, launch checklist
dotnet/skills
Migrates .NET test projects from VSTest to Microsoft.Testing.Platform (MTP). Use when user asks to "migrate to MTP", "switch from VSTest", "enable Microsoft.Testing.Platform", "use MTP runner", set OutputType=Exe only for test projects in Directory.Build.props, or mentions EnableMSTestRunner, EnableNUnitRunner, or UseMicrosoftTestingPlatformRunner. USE FOR: MTP behavioral differences vs VSTest (exit code 8, zero tests discovered, --ignore-exit-code, TESTINGPLATFORM_EXITCODE_IGNORE); centralizing