GaussianShader initiates with the neural 3D Gaussian spheres that integrate both conventional attributes and the newly introduced shading attributes to accurately capture view-dependent appearances. We incorporate a differentiable environment lighting map to simulate realistic lighting. The end-to-end training...
具体而言,当高斯函数位于三维空间中同一局部平面上时,它们的二维投影也应位于相邻区域并表现出相似的几何属性,即深度和法线。 根据GaussianShader(Jiang,2023)方法,高斯球在优化过程中逐渐变扁,趋近于一个平面,因此其最短轴的方向可以近似为高斯球的法线方向 ni。 最后,基于α-混合,渲染当前视点下的二维深度和法线图...
原始3D-GS不能区分镜面反射区域和非镜面反射区域。因此,3D-GS将在镜面反射部分产生不合理的3D高斯Yingwenqi Jiang, Jiadong Tu, Yuan Liu, Xifeng Gao, Xiaoxiao Long, Wenping Wang, and Yuexin Ma. Gaussianshader: 3d gaussian splatting with shading functions for reflective surfaces. arXiv:2311.17977, 20...
项目地址:https://asparagus15.github.io/GaussianShader.github.io/ Relightable 3D Gaussian: Real-time Point Cloud Relighting with BRDF Decomposition and Ray Tracing 项目地址:https://nju-3dv.github.io/projects/Relightable3DGaussian/ DN-Splatter: Depth and Normal Priors for Gaussian Splatting and Meshin...
对于高斯点云的法线值,利用协方差矩阵的特征向量表示椭球的轴,而特征值表示轴的长度。根据一个先前的方法(GaussianShader),在优化过程中,高斯球会逐渐变扁并趋近于一个平面。因此,可以使用最短轴的方向近似为高斯点云的法线方向。 最后,根据定义在文中的α混合公式,基于当前视点下的高斯点云的深度和法线,渲染出2D...
./submodules/diff-gaussian-rasterization/cuda_rasterizer/config.h中记录了render的颜色通道数和BLOCK的长宽。所以其实要render多种信息(比如深度,normal,透明度etc.)只要修改颜色通道数就可以并行render了,不用花串行那个时间,说的就是GaussianShader,很蠢。
The overview of GaussianShader (Jiang et al. 2023) Full size image For autonomous driving, improving the performance of monocular and small lens reconstruction techniques can significantly reduce the overall cost of an autonomous driving system, improve the efficiency and reliability of the overall per...
gpuvulkanfilterglslshadergaussianshadertoydenoisingdenoisedenoise-imagesdenoiser UpdatedDec 4, 2024 C++ A fast, almost Gaussian Blur implementation in Go golangimageimage-processingblurgaussianstackblur UpdatedNov 12, 2023 Go 3D Gaussian Splatting Renderer implemented in WebGPU (WGPU) and Rust ...
GIR [152] 和 Gaussian-Shader [24] 通过将材质参数绑定到 3D 高斯函数上,共享相同的解偶范例,但为了处理更具挑战性的反射场景,它们向高斯函数添加了类似于 Ref-NeRF [153] 的法线方向约束。在纹理和光照解缠之后,这些方法可以独立地修改纹理或光照而不会影响另一个。
项目地址:https://robot0321.github.io/DepthRegGS/index.html GaussianShader: 3D Gaussian Splatting with Shading Functions for Reflective Surfaces 项目地址:https://asparagus15.github.io/GaussianShader.github.io/ Relightable 3D Gaussian: Real-time Point Cloud Relighting with BRDF Decomposition and Ray ...