Mip-Splatting在低分辨率下优于3DGS和3DGS+EWA。 本文提出了Mip-Splatting,这是对3D高斯Splatting的修改,引入了两个新颖的滤波器,即3D平滑滤波器和2D Mip滤波器,以在任意尺度实现无混叠的渲染。我们的3D平滑滤波器有效地限制了高斯原语的最大频率,以匹配训练图像施加的采样约束,而2D Mip滤波器则近似盒滤波器以...
2. 下载代码,构建自己的数据 在编译好colmap之后,就可以用来将自己的数据构建一个Structure-from-motion的数据格式,然后gaussian splatting算法就可以直接在数据上训练了. 先从官方仓库中克隆gaussian splatting的代码 git clone https://github.com/graphdeco-inria/gaussian-splatting --recursive (1) 默认Colmap配置...
This is a simple Gaussian Splatting Viewer built with PyOpenGL / CUDARasterizer. It's easy to install with minimum dependencies. The goal of this project is to provide a minimum example of the viewer for research and study purpose. News!
#HTTPSgit clone https://github.com/graphdeco-inria/gaussian-splatting --recursive Overview The codebase has 4 main components: A PyTorch-based optimizer to produce a 3D Gaussian model from SfM inputs A network viewer that allows to connect to and visualize the optimization process ...
你需要去下载一个软件,用于查看渲染结果,这里给出链接:https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/binaries/viewers.zip 然后运行: cd install/bin ./SIBR_gaussianViewer_app -m ~/Documents/gaussian-splatting/output/face 正如论文所描述的3D高斯就是由一个个的椭球组成的。
ffmpeg -i /myDoc/rangcha.mp4 -qscale:v 1 -qmin 1 -vf fps=4 ./dataset/input/%04d.jpg # 转换、训练和viewer在GitHub上面有说明,我就不重复了。最好是在Windows的powershell中运行,Linux在convert部分不太友好,特别是在docker中的时候。
自己不想跑的话,可以下载下来,按照第四步直接用SIBR_viewers看。 四、结果显示 ./SIBR_viewers/install/bin/SIBR_gaussianViewer_app --appPath /home/xxx/code/gaussian-splatting/SIBR_viewers2/install/shaders/core --m /home/xxx/code/gaussian-splatting_comments/output/bf565dec-b...
1.3D Gaussian Splatting资料 graphdeco-inria/gaussian-splatting 数据按照目录准备好,按照教程基本可以正常训练,数据量较大时,建议使用nerfstudio训练(用原始的3dgs莫名的闪退);用SIBR_remoteGaussian_app.exe可以实时可视化训练过程数据;目前遇到的问题是用预编译的SIBR_gaussianViewer_app查看有点问题,可能环境配置问题...
opened this issueMay 8, 2024· 3 comments cv-lab-xcommentedMay 8, 2024 hi, thanks for your great work, is there SIBR viewer for 2dgs, origin SIBR viewer for 3dgs not work for 2dgs Looking forward to your reply, thanks! @hbb1 ...
since this implementation is just a viewer we don't need to do any differentiable rendering. our general approach is to take each splat and feed it into a vertex shader. we take the xyz position of the splat and project it to the screen coordinates with a projection matrix, and we take...