Triangle Splats (WebGPU required!)

Triangle Splatting. Still very experimental (please be patient, it's loading slowly!)
This is a quick demo to show the difference with the original weights (based on the distance to the edges), and the barycentric weights (based on the distance to the vertices). The latter are somewhat easier to compute in the shader (see the vertex_values() function in the shader's code).
The 'sigma' slider is the a global sigma value (see paper), used instead of per-triangle values (NYI).