Our 360-camera 3DGS pipeline used LichtFeld Studio as a GUI trainer. The project has moved on: v0.5 is a full native workstation for 3D Gaussian Splatting — train, inspect, edit, automate, and export from one app — and the headline for this audience is that it ships a genuine Model Context Protocol (MCP) server. That makes an AI assistant a first-class operator of your splat pipeline.

What LichtFeld Studio is now

Built by Janusch Patas (MrNeRF), LichtFeld Studio is a C++23 / CUDA workstation, currently v0.5.2 (April 2026), GPL-3.0. It takes COLMAP datasets (undistorted images, point cloud, camera poses) and exports PLY, SOG, SPZ, USD, and a standalone HTML viewer. v0.5 added an embedded Python runtime with isolated plugin environments, MCMC optimization, 3DGUT for distorted cameras, and mesh rendering alongside splats.

A prebuilt v0.5.2 is donation-gated through the Lichtfeld Portal; the v0.4.0 build is free, or you can build v0.5.2 from source. Training requires an NVIDIA CUDA GPU (CUDA 12.8+) — there is no Apple-silicon or AMD training path, so Mac and headset users train on a separate box or a cloud GPU.

The MCP server — what’s actually there

This is real, not marketing. The repository carries a dedicated src/mcp/ module with an HTTP MCP server, protocol, and tool registrations. The README describes MCP as letting “external tools and agents interact with LichtFeld Studio using the same internal code paths available to the graphical interface” — i.e. an agent gets capabilities comparable to a human operator.

The registered tools include training introspection — training.get_state, training.get_loss_history, training.list_operations — plus tools auto-generated from the app’s CommandCenter as {target}.{operation} (model.*, optimizer.*, session.*), scene-editing tools, and viewport/render capture. So an assistant connected as an MCP client can:

  • start and monitor training, reading loss history and state;
  • run model / optimizer / session operations;
  • manipulate the scene; and
  • capture rendered views to see what it just did.

One real limitation: the capability is verifiable in the source and README, but there is no MCP wiki page or step-by-step “connect your assistant” tutorial yet. Describe it as a real, source-backed capability — and expect to wire up the connection yourself rather than follow an official recipe.

The export-to-XR leg

MCP drives the studio; it does not deploy to a headset. Delivery is a separate, well-trodden step:

  • Quest 3 — export SPZ (Niantic’s MIT compressed format, ~10× smaller than PLY) or PLY, then view it through a WebXR splat viewer in the Quest 3 browser. SuperSplat publishes a WebXR-ready viewer; its SplatTransform CLI converts between PLY, SPLAT, SOGS, and more. Quest 3 handles moderate scenes well — keep the gaussian count and compression in check for larger ones.
  • Apple Vision Pro — the weaker target. WebXR in Safari works but is reported jittery with dropped frames; for quality, a native Metal renderer like MetalSplatter or a dedicated visionOS viewer is the better route. RealityKit/PolySpatial still have no native splat primitive, so there is no drag-and-drop path.

Caveats

  • Training is NVIDIA-CUDA only. No Mac or headset training; use a separate GPU box or cloud.
  • MCP controls the studio, not the glasses. The XR leg (export + viewer) is separate from anything the agent does.
  • MCP is lightly documented. Real in source; no official setup tutorial yet — don’t expect a polished UX.
  • Early-stage software. v0.5.x ships frequent stability fixes; the prior article’s “let the scene finish loading before training” crash gotcha still applies.
  • Vision Pro playback is not smooth over Safari WebXR — don’t promise otherwise.

Questions? Reach the team via the Contact page.

// BACK TO NEWS