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Implement new rasterization mode using opacity compensation factor #2888
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So we must add |
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Currently only nerfstudio viewer is supported to display the results correctly. Most other viewers which were designed for the classic mode must accommodate the same change to show the right the results of this new feature. |
for for |
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It is nice to see that this change also improves PSNR a bit on validation images |
kerrj
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sgtm!
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The new mode name is called |
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IMHO this should become the default, because:
Note that the best test data for this is to use something with a fine and regular texture (eg coarse-thread fabric, things with grids). As we are getting closer to a physical representation, I hope that my proposed change on working in linear space rather than gamma-compressed (#925) will have a visible impact some day. |
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The fact that third-party viewers don't render 2D Gaussians correctly is their own issue (some code don't even have the +0.3 trick) |
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Is it the same rasterization than this solution ??? |
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@gonzalle It is not exactly the same implementation as mip-splatting, but is in similar spirit and simpler. I don't think you can use that viewer to display PLY exports from splatfacto. |
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@jb-ye Could you please clarify why the opacity compensation is not being applied to the rasterization of the depth image? nerfstudio/nerfstudio/models/splatfacto.py Line 814 in 29ddd2c
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@jinhwanlazy Nice catch. I think you are right, this is a bug we have to fix. Could you send out a PR to fix it? |
…erfstudio-project#2888) Implement new rasterization mode for tiny gaussians












See previous threads here: nerfstudio-project/gsplat#117
The PR must be merged after this PR (version bump of gsplat lib, nerfstudio-project/gsplat#124)