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Mesh based photogrammetry is a dead end. GS or radiance field representation is just getting started. Not just rendering but potentially a highly compact way to
by peppertree 3y ago
Mesh based photogrammetry is a dead end. GS or radiance field representation is just getting started. Not just rendering but potentially a highly compact way to store large 3D scenes.
- forrestthewoods 3y ago> potentially a highly compact way to store large 3D scenes. Is it? So far it seems like the storage size is massive and the detail is unacceptably low up close. Is there a demo that will make me go “holy crap I can’t believe how well this scene compressed”?
- peppertree 3y agoHere is a paper if you are interested. https://arxiv.org/pdf/2311.13681.pdf https://arxiv.org/pdf/2311.13681.pdf The key is not to compress but to leverage the property of neural radiance fields and optimize for entropy. I suspect NERF can yield more compact storage since it's volumetric. Not sure what you mean by "unacceptably low up close". Most GS demos don't have LoD lol.
- forrestthewoods 3y ago> Not sure what you mean by "unacceptably low up close". Most GS demos don't have LoD lol. When the camera gets close the "texture" resolution is extremely low. Like, roughly 1/4 what I would expect. Maybe even 1/8. Aka it's very blurry.
- jayd16 3y agoSaying its a dead end considering the alternative has no concept of animation or the ability for an artist to remix the asset? That just makes the comment seem naive.