| There is an interesting problem being worked on with Gaussian Splats for use in VR stereo rendering [1] >Gaussian splats are 3d, but currently rendered as 2d cards ordered on centre, not per pixel like they should be. >So as centres reorder, they "shuffle". This is a showstopper for general adoption in VR >The solution? Ordering per pixel will solve this, as would stochastic methods which write depth correctly (though those have other problems for VR). >For it to be viable you need to cull much more aggressively but also can't have any warp divergence when processing samples. >Unforunately those things are in direct conflict. Paper's renderer is at extreme end of "weak cull, perfect warp convergence". Apparently need some new Order-Independent Transparency algorithms that handle depth layers. [1] https://x.com/charshenton/status/1710207169407447396?s=20 |
The next step I wanted to try was to super-sample (eg render at double resolution) and linearly down sample. I imagine this would give a slightly noisy result that I think would be pretty visually pleasing.
0: https://github.com/antimatter15/splat