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Gaussian splatting model of a collapsed building taken from drone footage. 3D Gaussian splatting is a technique used in the field of real-time radiance field rendering. [3] It enables the creation of high-quality real-time novel-view scenes by combining multiple photos or videos, addressing a significant challenge in the field.
The Field of Real-Time Radiance Field Rendering has been revolutionized by the usage of 3D Gaussian Splatting since the introduction of the methodology in this seminal ACM Transactions on Graphics Paper [1] in 2023. The work enables the creation of high-quality real-time (1080p, >=30 fps) novel-view scenes by stringing together multiple photos ...
Gaussian splatting is a newer method that can outperform NeRF in render time and fidelity. Rather than representing the scene as a volumetric function, it uses a sparse cloud of 3D gaussians . First, a point cloud is generated (through structure from motion ) and converted to gaussians of initial covariance, color, and opacity.
It is sometimes referred to as "4D Gaussian splatting"; however, this naming convention implies the use of 4D Gaussian primitives (parameterized by a 4×4 mean and a 4×4 covariance matrix). Most work in this area still employs 3D Gaussian primitives, applying temporal constraints as an extra parameter of optimization.
Types of presentations of CT scans, with two examples of volume rendering. Volume rendering is distinguished from thin slice tomography presentations, and is also generally distinguished from projections of 3D models, including maximum intensity projection. [1]
The term light field was coined by Andrey Gershun in a classic 1936 paper on the radiometric properties of light in three-dimensional space. The term "radiance field" may also be used to refer to similar, or identical [2] concepts. The term is used in modern research such as neural radiance fields
Yes, I just watched recent Corridor Digital YT vid where Sam used the splatting to work on his SCP liminal vid shorts. Not sure how it should display in the wiki page, but here's the source for the curious (also timestamped to the relevant part): [1] Something Scary Happens When You Break The Laws of Geometry Szaal7 ( talk ) 01:32, 10 June 2024 ...
For color images with three RGB values per pixel, the definition of PSNR is the same except that the MSE is the sum over all squared value differences (now for each color, i.e. three times as many differences as in a monochrome image) divided by image size and by three.