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3d_gaussian_splatting.md

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3D Gaussian Splatting for Real-Time Radiance Field Rendering

Author: Kerbl

Year: 2024

Notes:

  • represents a scen with 3D gaussians
  • Init the process with camera poses and points from SfM
  • (1-5 Millions of Gaussians per scene)
  • Traditionnal method = reproject and blend Multiview stereo (MVS) from geometry
  • starts with COLMAP, creates a set of 3D gaussians with the pc (mean, covariance and opacity $\alpha$), colors are represented with spherical harmonics (SH) (anisotropic color representation)
  • project 3D gaussians in 2D for rendering
  • to keep properties of 3D covariances (spd) parametrize them as an ellipsoid (scaling vector s + rotation matrix)
  • optimize both gaussians ($p, \Sigma, \alpha, SH$) and the guassian density (adaptive control of gaussian density)
  • optimization based on both rendering and comparing
  • the first gaussian from Sfm has uniform colors
  • remove transparent gaussian (with $\alpha$ below a thresh)
  • heuristics to handle the density of gaussians
  • differentiable tile based rasterizer
  • Memory consumption higher than NerFs (~20Go st)