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Better Gaussian Splatting in Julia
- aithena 2mo agothis is amazing!
- hdz 2mo agoHaving this work on Apple metal is huge for the accessibility around training splats. I remember two years ago I needed an RTX Nvidia GPU to run things like splatfacto on nerfstudio. Very neat optimizations as well like the depth map and sky dome, 3dgs has come a long way. Awesome!
- thimotedupuch 2mo agoGreat work
- fredley 2mo agoI thought the picture on your home page was very cool, and then I moused over it. Absolutely incredible.
- mourner 2mo agoOh, a fellow Ukrainian! Was pleasantly surprised to see that fountain on HN — I was just walking around it a few days ago, very nice and peaceful spot this time of year.
- pxl-th 2mo agoДякую! :)
- chrisjj 2mo agoBetter? A turn on the spot shows a wreck everywhere but forward.
- pwf 2mo agodo you know how gaussian splatting works?
- yorwba 2mo agoThose are the areas that are occluded in the input images. If you look at the bushes, you can see that the front is clean while the back is a mess. Probably the starting position could be chosen a bit better.
- chrisjj 2mo agoThe path to left and right is occluded? By what?
- ChrisClark 2mo agoBy not taking photos of it... what else? The data wasn't there, so it couldn't be generated Actually, this might be a lack of understanding, look up what gaussian splatting is.
- chrisjj 2mo ago> By not taking photos of it... That's not occlusion.
- ChrisClark 2mo agolol, there can be more than one explanation, you're being purposely obtuse. Occlusion can block you from taking a photo. Not taking a photo can block you from taking a photo. Sometimes, there are two things that happen! Seriously, you'd understand if you actually bothered to look up what Gaussian Splatting is
- ghostly_s 2mo agoThis raises the question, do any of these projects have workflows for combining images taken from different positions? Or does that just work out of the box? (I have no machines atm with anything better than 10yo eGPUs ;~<)
- jaccola 2mo ago
- deleted 2mo ago[deleted]
- miguelraz 2mo agoFantastic demos in Julia, what a treat.
- Cieric 2mo agoI'm still very fascinated by gaussian splatting, but the issue I always run into is the need to use colmap to generate the camera positions and get the initial point cloud. Which colmap effectively still needs Nvidia for dense point clouds last I checked. I'm curious though does anyone have anything else they've tried that worked well? I've tried a few different things (most of the time getting stuck on just compiling the thing) so I'm curious if anyone has any suggestions that I should focus more heavily on getting working. I have some poor quality videos I'd like to try and use and I'm willing to put in some manual work, but it feels like it's all automatic or nothing. Thanks for any suggestions that any of you have.
- corysama 2mo agoI know there have been papers and research projects about GS without COLMAP and GS from videos. But, I don't have links handy. Best I can do is link you to https://x.com/RadianceFields https://x.com/RadianceFields and https://radiancefields.com/ https://radiancefields.com/ They have all the news about GS every day.
- Cieric 2mo agoThanks, I've been exploring a lot of the papers and seeing what I can get working. Some of it really has been interesting, but I just never seem to be able to get it to work well. I might just need to throw myself at it all a bit more. Thanks for the links though, I'll check them out.
- deleted 2mo ago[deleted]
- ghostly_s 2mo agoTFA mentions this project has backends for : AMD GPU (AMDGPU.jl) NVIDIA GPU (CUDA.jl) MacBook GPU(Metal.jl)
- Cieric 2mo agoI'm sorry, but the article doesn't cover anything about the preprocessing steps that are required for 90% of gaussian splat implementations. That preprocessing step is almost always colmap which takes pictures or videos and uses SfM to figure out the camera parameters and their position in the 3d scene, it then does basic point reconstruction and dense point reconstruction. That info is what gaussian splats take in, it converts the points from a colmap project into gaussians and then optimizes them through differentiable rendering using backprop to optimize the gaussians to better match the images at the calculated positions of the camera from colmap. Looking over the project files also shows that they consume colmap projects, my question wasn't about the gaussian splat implementation, it was about the defacto standard colmap preprocessing step that is also required.
- xchip 2mo agoHey Anton, great work as always :)
- pxl-th 2mo agoHi Christian! Thank you! :)