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3dgs Engineering Guide

by jaccen · GitHub ↗ · v1.0.3 · MIT-0
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Description
Guide for deploying 3DGS from research to production: 10 industry verticals, engineering stack, GIS toolchain solutions, cross-platform deployment, and commo...
README (SKILL.md)

3DGS Engineering Guide

Bridging the gap from academic research to production deployment for 3D Gaussian Splatting.

Agent Instructions

When invoked, follow this workflow:

  1. Identify use case — determine application domain and constraints (platform, scale, real-time, budget)
  2. Recommend pipeline — select tools and pipeline from sections below
  3. Reference papers — point to methods in references/3dgs-methods-overview.md and references/methods-systems-apps.md
  4. Provide concrete next steps — actionable items, not generic advice
  5. Warn about pitfalls — highlight domain-specific failure modes from Section 5

1. Industry Application Landscape

1.1 Autonomous Driving Simulation

Maturity: Engineering | Players: aiSim, Li Auto mindVLA, NVIDIA DRIVE Sim

Pipeline: Real-world scan (LiDAR + multi-camera) → 3DGS reconstruction → Sensor simulation → HIL/SIL testing

Key papers: GSDrive, GS-Playground (10^4 FPS, RSS 2026), GS-Surrogate, FieryGS, Nighttime AD GS, Real2Sim (4DGS + differentiable MPM), GS-SCNet, Ground4D, ULF-Loc (CVPR 2026 highlight)

Quality bar: Sensor sim error \x3C 0.02, LiDAR > 30 FPS, LPIPS \x3C 0.1, Radar ±3 dB

Notes: LiDAR sim requires opaque surface Gaussians; OpenDRIVE co-registration mandatory; nighttime needs separate IR-adjacent training

1.2 Digital Twin & Smart City

Maturity: Commercial | Players: SuperMap, FantoVision, LCC

Pipeline: Aerial + streetview → Large-scale 3DGS → S3M conversion → GIS integration → IoT fusion

Key papers: DiffSoup, Street Gaussians, GlobalSplat, Large-Scale HQ Head

Standards: S3M (Chinese GIS), OGC 3D Tiles, glTF/glb, CityGML

Notes: City-level = 10^9–10^10 Gaussians; WGS84→ENU→3DGS alignment critical; streaming LOD mandatory; S3M needs custom exporter

1.3 Cultural Heritage & Museum

Maturity: Commercial

Pipeline: Controlled-lighting photography → High-fidelity 3DGS → Color calibration → Digital archive → VR/AR exhibition

Quality: Sub-mm geometry, ΔE \x3C 2 (CIE76), 2048×2048+ texture, lossless compression

Notes: Dome/array lighting > flash; attach DOI/catalog metadata; store raw images + COLMAP + checkpoint + compressed .ply

1.4 Film & Game Production

Maturity: Exploration | Players: Volcengine, UE team, Tencent

Pipeline: Multi-camera capture → 3DGS → Mesh extraction (SuGaR/2DGS) → UE5 import → Virtual production

Notes: 3DGS→mesh needed for DCC; SuGaR (TSDF) > naive marching cubes; material separation (GOR-IS/SSD-GS) for relighting; 4DGS (GauFRe/DeformGS) for temporal consistency; UE5 Nanite+Lumen experimental

1.5 E-commerce 3D Display

Maturity: Commercial

Pipeline: Turntable photography → 3DGS → Compression (MobileGS/GETA-3DGS) → Web AR preview

Requirements: \x3C 50 MB, browser-renderable (WebGPU/WebGL2 via gsplat.js), \x3C 5s load on 4G

Notes: 50x+ compression needed for web; mesh fallback for low-end; AR needs mesh (Quick Look/Scene Viewer)

1.6 Industrial Inspection

Maturity: Engineering

Pipeline: Drone capture → 3DGS → AI defect detection → Measurement → Report

Key papers: EnerGS (LiDAR-3DGS fusion), RGS (CBCT inspection), E2EGS (end-to-end field)

Notes: GPS geotagging for defect correlation; EnerGS for LiDAR+cam fusion; detect ≥ 5mm at 10m; CAAC/FAA compliance

1.7 AR/VR/MR

Maturity: Exploration

Pipeline: Real-time headset scan → 3DGS → 6DoF tracking + low-latency render → MR overlay

Key papers: Mobile Avatar, GS-Playground, CoherentRaster (subpixel rasterization for light field)

Notes: \x3C 20ms motion-to-photon; VkSplat for cross-VR; hybrid 3DGS+mesh for occlusion physics; Vision Pro = ARKit+Metal, Quest = OpenXR+Vulkan

1.8 BIM & Architecture

Maturity: Engineering | Players: LumenBIM × LCC

Pipeline: TLS + drone → 3DGS → IFC alignment → As-built verification → LCC delivery

Key papers: BrepGaussian (B-rep aware), CADFS (CAD feature saliency)

Notes: ICP registration before overlay; IFC coordinate mapping; LCC proprietary streaming format

1.9 Robotics & Embodied AI

Maturity: Early

Pipeline: 3DGS environment → Physics sim (GS-Playground) → Policy learning (sim-to-real) → Deployment

Key papers: GS-Playground (RSS 2026), FieryGS, MAGICIAN

Notes: 10^4 FPS sim transforms sample efficiency; ROS2 as point cloud/depth topics; debias with real-world fine-tuning

1.10 Military Simulation

Maturity: Early, classified | Security: GuardMarkGS (unified watermarking + edit deterrence for 3DGS assets)

Requirements: Air-gapped deployment, indigenous tools, > 60 FPS, sub-meter terrain, multi-spectral (visible+IR+SAR)

Notes: No foreign cloud/API; DEM/DSM fusion; no sensitive data in checkpoints


2. Engineering Technology Stack

2.1 Data Acquisition

Device Type Use Case Key Requirements
DSLR/Mirrorless High-fidelity capture Manual exposure, fixed focal length
Drone (RTK) Aerial survey > 80% forward, > 60% side overlap
LiDAR AD simulation, inspection Time-synced with cameras
Mobile (LiDAR) Quick indoor scan iPad Pro/iPhone for rapid scouting
TLS Architectural, industrial Sub-mm accuracy for as-built

Software: COLMAP (SfM+MVS standard), ORB-SLAM3/BLEPS (visual SLAM), LIO-SAM/FAST-LIO2 (LiDAR SLAM), FreeMoCap (AGPL-3.0, markerless MoCap from webcams, outputs .trc/.c3d/.fbx, pip install freemocap)

Key considerations: Camera calibration consistency, manual/HDR exposure, > 60% image overlap, GCPs for georeferencing, overcast preferred

2.2 Reconstruction

Framework Language Best For
original 3DGS CUDA/Python Research, benchmarking
gsplat PyTorch/CUDA Custom training, differentiable
2DGS CUDA/Python Mesh-extraction pipelines
Scaffold-GS CUDA/Python Large-scale scenes
OpenGaussian OpenGL Non-CUDA rendering
Scale Gaussians Training GPU
Object/room 100K–1M 10–30 min RTX 4070
Building 1M–10M 1–3 h RTX 4090
City block 10M–100M 3–7 h A100 80GB
City district 100M–1B 12–24 h A100/H100 cluster

Compression: HAC (100x), MobileGS (CPU-runnable), GETA-3DGS (5x), MesonGS++ (34x, SOTA rate-distortion), AdaGScale (adaptive)

Rule: No compression for prototyping → add when deployment demands; validate compressed vs original.

2.3 Post-processing

Mesh extraction: SuGaR (TSDF, clean meshes), 2DGS+Poisson, Marching Cubes (baseline, blobby), NeuS2-GS (hybrid SDF+Gaussian)

Material separation: GOR-IS (albedo/shading/normals), SSD-GS (scatter+shadow) — enables relighting

Relighting: GS³ (SH-based), GaRe, LumiMotion — critical for virtual production and e-commerce

Editing: GaussianEditor, ObjectMorpher, TransSplat, SuperSplat (PlayCanvas, MIT, browser-based: inspect/edit/compress/publish PLY & SOG; https://superspl.at/editor)

Toolchain: splat-transform (PlayCanvas, MIT, CLI) — PLY→SOG (~20x), PLY→streamed SOG (LOD), -K collision mesh (.collision.glb); npm install -g @playcanvas/splat-transform

MoCap input: FreeMoCap (AGPL-3.0) — webcam MoCap → SMPL/FLAME → drive GaussianAvatar/EmoTaG; same rig for MoCap + 3DGS training images; note: AGPL-3.0 not MIT-compatible for commercial use

2.4 Deployment

Engine Backend Platform 3DGS Native?
original 3DGS CUDA NVIDIA GPU Yes
VkSplat Vulkan Cross-platform Yes
GSeurat Vulkan C++23 Cross-platform Yes
BlitzGS Multi-GPU (parity sharding) Distributed Yes
msplat Metal macOS/iOS Yes
tortuise CPU (Rust) Any CPU Yes
PlayCanvas Engine WebGL2/WebGPU Web Yes (first-class)
gsplat.js WebGPU/WebGL2 Web Yes
@playcanvas/react WebGL2/WebGPU Web Yes (Splats component)
UE5 plugin DX12 Desktop/Console Plugin
Unity renderer Vulkan/DX12 Multi-platform Plugin

Streaming: CAGS (VQ + LoD, ~7x, chunked with global codebook), AV1-3DGS (AV1 motion vectors for SfM, 63% training reduction), PD-4DGS (progressive 4D streaming, DASH/HLS-compatible), progressive loading (coarse→fine), view-dependent prioritization, 20–50 Mbps for 1080p

Formats: .ply (uncompressed), .splat (compact binary, web-friendly), .sog (PlayCanvas, ~20x, streaming LOD, chunked with manifest), .spz (Niantic, ~10x, mobile/AR), custom (HAC/MesonGS++), future: 3D Tiles + Gaussian extension

2.5 Integration

GIS: SuperMap S3M extension, Cesium ion, ArcGIS (experimental)

BIM: IFC/STEP via BrepGaussian, Navisworks federated review, Revit as-built comparison

AD: OpenDRIVE + 3DGS co-registration, aiSim 6, ROS2 sensor topics

Game engines: UE5 (experimental Nanite-compatible), Unity (gsplat package), Godot (community, early), PlayCanvas (MIT, first-class 3DGS + collision + navmesh + physics + WebXR, @playcanvas/react)

Robotics: ROS2 scene server, MuJoCo/Isaac Sim, GS-Playground

2.6 The GIS Toolchain Gap: "3DGS Looks Good but Does Nothing"

The #1 pain point blocking 3DGS from production use (based on industry practitioner analysis, particularly WebGIS engineer xjjdjj).

After expensive drone surveys and 3DGS reconstruction, the resulting PLY file cannot: measure distances, cut cross-sections, calculate volumes, compute surface areas, query semantics, or overlay real-time video.

5 Root Causes:

  1. Format mismatch: 3DGS = unstructured Gaussian primitives; GIS expects structured geometry (mesh faces, point clouds with topology). No standard conversion layer.
  2. No spatial reference: 3DGS lives in arbitrary local coordinates; GIS requires WGS84/projected CRS.
  3. No semantic layer: No notion of "this group is a building" / "this surface is a road."
  4. No analysis primitives: GIS operates on mesh faces/edges/vertices; ray-Gaussian intersection is not a standard GIS operation.
  5. No real-time data fusion: 3DGS is static; live video overlay requires camera pose estimation + temporal sync + occlusion handling.

6 Solution Categories:

  1. Distance measurement: Raycasting through Gaussian field → surface point → Euclidean distance; or KNN surface estimation; project to vertical/horizontal plane first
  2. Cross-section clipping: Plane-Gaussian intersection; GPU shader real-time clipping; use cases: geological, architectural, pipeline
  3. Volume calculation: Voxelization (occupancy grid × voxel volume) or Gaussian integral (probability mass above reference plane); needs closed-surface assumption
  4. Surface area: Multi-view projected area (SH degree-0) or mesh extraction first (SuGaR/2DGS)
  5. Semantic enrichment: SAM/SAGA segment 2D → project to 3D Gaussians; or CLIP embeddings for semantic queries; map to CityGML/OGC
  6. Real-time video fusion: Camera calibration + SLAM pose → frame-to-3D projection → depth z-buffering → temporal progressive update

PlayCanvas Pipeline (3 CLI commands — first end-to-end open-source making 3DGS scenes interactable in browser; source: PlayCanvas Blog 2026-04):

splat-transform scene.ply --seed-pos 0,1,0 --voxel-params 0.05,0.1 \
  --voxel-carve 1.6,0.2 -K scene.sog
npx glb-to-navmesh scene.collision.glb navmesh.bin
# Step 3: Bake lightness probes (in-engine, ~15s, ~40KB JSON)
Component Tool Output Size
Collision mesh splat-transform -K (voxelization + flood-fill) .collision.glb ~1 MB
Nav mesh recast-navigation navmesh.bin ~100 KB
Lightness grid Probe script (cubemap luminance, Rec.601) lightness.json ~40 KB
Streamed SOG splat-transform (LOD partitioning) Multi-chunk .sog/ + manifest ~5% of PLY

Key insights: Voxelization + flood-fill = sealed collision meshes (no manual cleanup); lightness probes as JSON (no runtime raytracing, mobile-friendly); SOG streaming enables mobile deployment of million-Gaussian scenes.

GIS Toolchain Solutions:

Task Tool Notes
PLY → 3D Tiles libTileSplat, supermap-3dtiles Cesium-compatible
PLY → collision mesh splat-transform -K Voxelization + flood-fill
PLY → nav mesh splat-transform + recast-navigation Collision GLB → Recast
PLY → compressed SOG splat-transform 20x, streaming LOD
Web 3DGS editor SuperSplat Browser-based, PWA
Spatial analysis Custom Python (NumPy + plyfile) Build custom GIS layer
Semantic labeling SAGA SAM → 3D projection
Lightness baking PlayCanvas probe script ~15s bake, ~40KB
Volume calculation Custom voxelizer + PLY parser Not yet standard
Cesium rendering gsplat.js, cesium-3dgs-plugin Three.js limited native support

Standards progress: CSM group standard for 3DGS modeling initiated (2026-04); S3M extended for 3DGS; 3D Tiles extension proposals


3. Best Practices

3.1 Quality Assurance

Geometric: Chamfer Distance, F-Score (τ ∈ {1mm, 5mm, 10mm}), normal consistency

Visual: PSNR/SSIM/LPIPS — WARNING: insufficient for engineering use; human evaluation required for sign-off

Engineering metrics: sensor sim fidelity vs real data, real-time FPS (30/60/90+ by domain), memory footprint, time-to-first-render, rate-distortion curves

3.2 Scalability

  • Scene splitting: octree/voxel grid, ~1M Gaussians/cell, overlap zones for seams
  • LOD: multi-resolution hierarchy, distance-based switching, view-dependent refinement
  • Streaming: camera pose → spatial index → LOD + frustum culling → compress → transfer → decompress & render
Scenario Compression Ratio Quality
Prototyping None 1x None
Desktop GETA-3DGS 5x Minimal
Mobile MobileGS / CAGS 10–50x Moderate
Web MesonGS++ + .splat/SPZ 30–50x Acceptable
Large-scale HAC + progressive / CAGS 50–100x Significant

3.3 Cross-Platform

Platform Backend Fallback Max Scene Real-time?
Desktop (NVIDIA) CUDA Vulkan 10M+ 60 FPS
Desktop (AMD/Intel) VkSplat GSeurat 5M+ 30 FPS
Desktop (CPU) tortuise (Rust) 500K No
macOS (Apple) msplat (Metal) 3M 20 FPS
iOS Metal 1M 15 FPS
Android Vulkan WebGPU 1M 15 FPS
Web WebGPU WebGL2 500K–2M Varies
VR (Quest 3) Vulkan (OpenXR) 2M 72 Hz
VR (Vision Pro) Metal 3M 90 Hz

Checklist: target GPU family, VRAM fallback to lower LOD, color space (sRGB/linear/HDR), min-spec hardware, memory leak testing over extended sessions

3.4 Data Pipeline Automation

CI/CD: Data validation → COLMAP SfM+MVS → 3DGS training → quality gate (PSNR/F-Score) → compression → deploy to CDN → alert on regression

Quality gates: PSNR \x3C 28 dB = flag; geometric drift > 5mm = flag; coverage gaps; floater/needle artifacts

Versioning: Raw images + COLMAP in git; checkpoints (.ply) in git LFS/DVC; semantic versioning; changelog per version

Monitoring: FPS P50/P95/P99, Gaussian count, file size, data freshness, user engagement metrics


4. Decision Trees

4.1 By Use Case

  • AD simulation → aiSim 6 / CARLA + 3DGS plugin + OpenDRIVE + ROS2
  • Digital twin / Smart city → SuperMap GIS + LCC streaming / S3M
  • Cultural heritage → Polycam (capture) + COLMAP + 3DGS; Luma AI (preview)
  • E-commerce → gsplat.js / three.js + compression
  • Film / Game → UE5 plugin + SuGaR (mesh) + material separation
  • Industrial inspection → DJI + COLMAP + 3DGS + YOLO/SAM
  • Robotics → GS-Playground (sim) + ROS2
  • Avatar / MoCap → FreeMoCap + GaussianAvatar/EmoTaG + SMPL/FLAME
  • BIM / Architecture → LCC + IFC alignment + as-built verification
  • Research → original 3DGS + gsplat + custom extensions

4.2 By Platform

  • Desktop (NVIDIA) → CUDA backend
  • Desktop (AMD/Intel) → VkSplat / GSeurat
  • Mobile (iOS/Android) → VkSplat / msplat (Metal) / WebGPU
  • Web → gsplat.js / three.js / PlayCanvas Engine + @playcanvas/react
  • VR headset → OpenXR+Vulkan (Quest) / Metal (Vision Pro)

4.3 By Scene Scale

  • \x3C 100K Gaussians → original 3DGS, 5–15 min on RTX 3070+
  • \x3C 10M → Scaffold-GS + GETA-3DGS (5x), 30 min–2h on RTX 4090
  • \x3C 100M → Spatial partitioning + MesonGS++ (34x), 2–7h on A100
  • > 1B → LCC + S3M + HAC (100x), distributed 12–48h on GPU cluster

5. Common Engineering Pitfalls

  • Over-fitting to training views: Artifacts at novel viewpoints. Fix: more viewpoints at different elevations, depth/opacity regularization, validate on held-out views.
  • Floating artifacts: Semi-transparent blobs in empty space. Fix: depth regularization, opacity pruning (α \x3C threshold), post-processing depth filter.
  • Memory explosion at scale: GPU OOM > 10M Gaussians. Fix: spatial partitioning from day one, Scaffold-GS anchors, streaming for > 10M.
  • Sensor sim fidelity ignored: High PSNR but inaccurate LiDAR/Radar. Fix: validate sensor outputs vs real data; opaque surface Gaussians for LiDAR; calibrate Radar cross-section.
  • CUDA lock-in: Cannot deploy to AMD/Intel/Mobile. Fix: VkSplat/GSeurat (Vulkan), msplat (Metal), tortuise (Rust CPU), brush (Rust/WebGPU/Burn, most complete cross-platform: Win/Mac/Linux/Android/Web, 4.3k stars, faster than gsplat); abstract CUDA behind interface.
  • No version control for 3DGS: Cannot reproduce/track changes. Fix: git LFS or DVC; separate metadata (YAML) from binary; semantic versioning.
  • Static lighting assumption: Breaks under different lighting. Fix: plan relighting upfront; GOR-IS/SSD-GS decomposition; GS³/GaRe SH-based relighting.
  • Temporal inconsistency: Video flicker, object jumping. Fix: 4DGS (GauFRe, DeformGS, ScubeGS); temporal smoothness loss.
  • Under-estimated compression artifacts: Visible holes, color shifts. Fix: rate-distortion benchmarks first; domain-specific metrics (not just PSNR); uncompressed reference for comparison.

6. Reference Papers

Domain Methods
AD Simulation GSDrive, GS-Playground (RSS 2026), GS-Surrogate, FieryGS, GS-SCNet, Ground4D, ULF-Loc (CVPR 2026), Nighttime AD, Real2Sim
Digital Twin DiffSoup, Street Gaussians, GlobalSplat, Large-Scale HQ Head
Inspection EnerGS, RGS, E2EGS
Physics PhysGaussian, Gaussian Splashing, GS-Playground
Relighting GS³, GaRe, SSD-GS, LumiMotion, GOR-IS
Cross-platform VkSplat, GSeurat (Vulkan C++23), msplat (Metal), tortuise (Rust CPU), brush (Rust/WebGPU, 4.3k stars), AdaGScale, BlitzGS (distributed)
BIM/CAD BrepGaussian, CADFS
Editing GaussianEditor, ObjectMorpher, TransSplat
Security GuardMarkGS (watermarking + edit deterrence)
Rendering CoherentRaster (subpixel, light field), 3DGEER (exact ray, ICLR 2026), SparseOIT (order-independent transparency)
Streaming CAGS (~7x VQ+LoD), AV1-3DGS (63% training reduction), PD-4DGS (progressive 4D streaming)
Compression HAC (100x), MobileGS (CPU), GETA-3DGS (5x), MesonGS++ (34x), AdaGScale

See knowledge base: references/3dgs-methods-overview.md, references/methods-core.md, references/methods-semantic-editing.md, references/methods-systems-apps.md


Part of Awesome-Gaussian-Skills

Usage Guidance
This skill looks safe to install as an advisory guide. Before relying on its citations, verify any referenced files or papers yourself because the supplied package only contains SKILL.md.
Capability Analysis
Type: OpenClaw Skill Name: 3dgs-engineering-guide Version: 1.0.3 The skill bundle is a comprehensive technical guide for 3D Gaussian Splatting (3DGS) engineering and deployment. It contains detailed industry use cases, technology stack recommendations, and references to legitimate open-source tools such as FreeMoCap and PlayCanvas's splat-transform. The instructions in SKILL.md are strictly aligned with the stated purpose of providing engineering guidance, and the included shell commands (e.g., pip/npm installs for freemocap and @playcanvas/splat-transform) are standard for the domain with no evidence of malicious intent or data exfiltration.
Capability Assessment
Purpose & Capability
The stated purpose is advisory guidance for 3D Gaussian Splatting deployment, and the provided content is consistent with that purpose.
Instruction Scope
The workflow references external in-package reference files that are not present in the provided one-file manifest, so some cited guidance cannot be verified from the supplied artifacts.
Install Mechanism
There is no install spec and no code files. Any command-like snippets in the guide appear to be documentation examples, not automatic execution instructions.
Credentials
The skill requests no environment variables, binaries, credentials, OS-specific access, or local configuration paths.
Persistence & Privilege
No persistence, background execution, account access, credential handling, or privilege escalation is shown in the provided artifacts.
How to Use
  1. Make sure OpenClaw is installed (local or Docker)
  2. Run the install command in chat: /install 3dgs-engineering-guide
  3. After installation, invoke the skill by name or use /3dgs-engineering-guide
  4. Provide required inputs per the skill's parameter spec and get structured output
Version History
v1.0.3
3dgs-engineering-guide v1.0.3 - Added an organized industry overview covering 10 application verticals for 3D Gaussian Splatting, each with pipelines, quality bars, standards, and key notes. - Expanded engineering stack details: data acquisition, reconstruction frameworks, post-processing methods, and deployment toolchains, including hardware/software recommendations and compression strategies. - Highlighted actionable next steps, common pitfalls, and domain-specific quality/security requirements. - Updated references to integration standards (S3M, OGC 3D Tiles, IFC), tool suggestions (COLMAP, splat-transform, SuperSplat), and methods for mesh extraction, material separation, and relighting. - Enhanced instructions for practical guidance: identify use case, recommend pipelines, cite papers, and warn about domain-specific issues.
Metadata
Slug 3dgs-engineering-guide
Version 1.0.3
License MIT-0
All-time Installs 0
Active Installs 0
Total Versions 1
Frequently Asked Questions

What is 3dgs Engineering Guide?

Guide for deploying 3DGS from research to production: 10 industry verticals, engineering stack, GIS toolchain solutions, cross-platform deployment, and commo... It is an AI Agent Skill for Claude Code / OpenClaw, with 80 downloads so far.

How do I install 3dgs Engineering Guide?

Run "/install 3dgs-engineering-guide" in the OpenClaw or Claude Code chat to install it in one step — no extra setup required.

Is 3dgs Engineering Guide free?

Yes, 3dgs Engineering Guide is completely free, licensed under MIT-0. You can download, install and use it at no cost.

Which platforms does 3dgs Engineering Guide support?

3dgs Engineering Guide is cross-platform and runs anywhere OpenClaw / Claude Code is available (cross-platform).

Who created 3dgs Engineering Guide?

It is built and maintained by jaccen (@jaccen); the current version is v1.0.3.

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