4 ms·
Mainly by having view-dependent (i.e. changes with the camera angle) material reflectance (diffuse colour and specular highlight). i.e. the colour (and possibl
by pixelesque 5mo ago
Mainly by having view-dependent (i.e. changes with the camera angle) material reflectance (diffuse colour and specular highlight).
i.e. the colour (and possibly other surface properties) vary depending on their direction, which is (or at least can be) encoded spherically (as spherical harmonics).
The width/size of each point/splat is also not just a radius, it can be anisotropic, and have an orientation in space, so again, it can vary its size depending on orientation when rendered.
It has been mildly amusing watching the AI crowd learn about point clouds though, and use things the VFX industry was using in the early 00s (spherical harmonic encoded materials - we had light-dependent as well for relighting - points with direction and anisotropic widths, etc)...
- brcmthrowaway 5mo agoAh, so 3DGS is a Neural method?
- two_handfuls 5mo agoThere is a neural method for computing 3DGS from video or a series of photographs. Rendering 3DGS uses no neural networks as far as I know.
- xyzsparetimexyz 5mo agoIts not a neural method. Its just differential rendering and backprop
- b__feldman 5mo agocreating a 3DGS scene does require machine learning, but no, technically neural networks are not involved!
- ai_critic 5mo ago> spherical harmonic encoded materials This in particular has been hilarious for the exact reason you mentioned. For anybody curious, here's a paper from 2008 about this technique: https://www.ppsloan.org/publications/StupidSH36.pdf https://www.ppsloan.org/publications/StupidSH36.pdf