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Normal aligned 3DGS was already proposed earlier[1]. This seems more like an iteration on getting performance improvement by moving from the theoretical princip
by mxfh 1y ago
Normal aligned 3DGS was already proposed earlier[1].
This seems more like an iteration on getting performance improvement by moving from the theoretical principle closer to what the hardware is already doing well and finding a sweet spot of brute amount of features, fast rasterization method and perceived image quality.
It's already noticeable that there doesn't seem to be one fits all approach. Volumetric feathered features like clouds will not profit much from triangle representation vs high visual frequency features.
There are various avenues for speeding up rendering and improving 3d performance of 3DGS.
it's surely a very interesting research space to watch.
https://arxiv.org/pdf/2410.20593 https://arxiv.org/pdf/2410.20593
https://speedysplat.github.io/ https://speedysplat.github.io/
another venue is increasing the complexity of the gradient function like applying Gabor filters
https://arxiv.org/abs/2504.11003 https://arxiv.org/abs/2504.11003
some many ways to adapt and extend on the 3dgs principles.
- praveen9920 1y agoI think the major computational task is sorting the primitives, which works great on GPUs but not so much on CPUs. Im sure there is some research happening on sort-free primitives