|
|
|
|
|
by slalomskiing
930 days ago
|
|
Can someone explain why there’s so much interest in these recently? How is it related to NeRFs? And how is it different/better than rendering triangles/voxels/SDF? Is it just ray-marching these 3D gaussian shapes? Why is a gaussian used specifically? |
|
NeRFs are made of a dense grid of tiny AIs that each can answer what the inside of that grid cube looks like from any angle. You march through the grid to see how a whole scene looks from a particular angle.
Gaussian Splats target the same goal with a different approach. A splat is just a fuzzy oriented blob. You render them by sorting them front to back then marching through them per pixel until it gets opaque enough.
The Gaussian aspect is important because Gaussians are differentiable. With that you can start with a bad estimation of the splats, render the bad estimation, compare it to the photos and back-propagate the difference between actual vs desired to iteratively improve the bad estimate to a better one.
Triangles are great because you can make solid, closed surfaces from them. But, you have to maintain the connectivity between the vertices. That makes adding and removing triangles from a mesh a major challenge.
SDFs are great because you can easily make crazy changes to the topology without ever thinking about connectivity. But, you have to be able to describe the shape of the whole scene with math. For realistically complicated shapes, that adds up to a lot of math per marching step.
Splats are loose, independent blobs. They are easy to individually manipulate. Adding and removing them is trivial. But, it’s difficult to get the appearance of a solid surface from them.