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by mjfisher
381 days ago
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And in case it helps further in the context of the article: traditional rendering pipelines for games don't render fuzzy Gaussian points, but triangles instead. Having the model trained on how to construct triangles (rather than blobbly points) means that we're closer to a "take photos of a scene, process them automatically, and walk around them in a game engine" style pipeline. |
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Are triangles cheaper for the rasterizer, antialiasing, or something similar?