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Code Notes (in Chinese) for 3D Gaussian Splatting

Home Page: https://arxiv.org/abs/2401.03890

License: Other

CMake 12.79% C++ 66.97% GLSL 4.12% Gnuplot 0.15% C 0.61% Python 12.45% Batchfile 0.13% Cuda 2.77%
3dgs 3d-gaussian-splatting gaussian-splatting

3dgs_notes's Introduction

Code Notes for 3D Gaussian Splatting

This repo contains notes (in Chinese) for the official implementation of 3D GS. We suggest you read our survey and Zhihu to gain a comprehensive understanding of 3D Gaussian Splatting.

A Survey on 3D Gaussian Splatting (https://arxiv.org/pdf/2401.03890.pdf)

Abstract: 3D Gaussian splatting (3D GS) has recently emerged as a transformative technique in the explicit radiance field and computer graphics landscape. This innovative approach, characterized by the utilization of millions of 3D Gaussians, represents a significant departure from the neural radiance field (NeRF) methodologies, which predominantly use implicit, coordinate-based models to map spatial coordinates to pixel values. 3D GS, with its explicit scene representations and differentiable rendering algorithms, not only promises real-time rendering capabilities but also introduces unprecedented levels of control and editability. This positions 3D GS as a potential game-changer for the next generation of 3D reconstruction and representation. In the present paper, we provide the first systematic overview of the recent developments and critical contributions in the domain of 3D GS. We begin with a detailed exploration of the underlying principles and the driving forces behind the advent of 3D GS, setting the stage for understanding its significance. A focal point of our discussion is the practical applicability of 3D GS. By facilitating real-time performance, 3D GS opens up a plethora of applications, ranging from virtual reality to interactive media and beyond. This is complemented by a comparative analysis of leading 3D GS models, evaluated across various benchmark tasks to highlight their performance and practical utility. The survey concludes by identifying current challenges and suggesting potential avenues for future research in this domain. Through this survey, we aim to provide a valuable resource for both newcomers and seasoned researchers, fostering further exploration and advancement in applicable and explicit radiance field representation.

BibTeX

@article{chen2024survey,
      title={A Survey on 3D Gaussian Splatting},
      author={Chen, Guikun and Wang, Wenguan},
      journal={arXiv preprint arXiv:2401.03890},
      year={2024}
}

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3dgs_notes's Issues

关于高斯的排序

在rasterizer_impl.cu中,使用SortPairs对高斯进行了排序,我想请问这里的排序就完成了对高斯所有属性的排序吗(包括,位置颜色等信息)。如果我对每个高斯新增了属性,那么是否要对新增的属性也进行相同的排序呀,如果需要的话要怎么做呢。期待大佬回复

关于高斯点的初始化

我在初始化高斯的时候使用了两部分点来初始化,我在渲染高斯的时候,通过我新增的属性过滤掉了其中一部分高斯不进行渲染,请问这是否等价于我在初始化的时候直接去掉对应的点,不初始化这部分高斯直接进行渲染的结果呢(在进行第一次loss.backward之前的结果,也就是只进行第一次前向过程的渲染结果理论上是否相同呢)。我现在计算出来的结果有所差异,不太清楚是从原理上就存在不同,还是代码的问题,希望大佬能够解答

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