Re:4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
by ewngzen on Monday October 16, 2023 @11:09PM
(#37910090)
I was just about to ask why not use a sphere? since it could be thought of as a nn, it will be into NN someday. guess the splitting and merge can be compared with dropout then.
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Re:4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
by magicalhippo on Tuesday October 17, 2023 @03:36AM
(#37911734)
I'm no expert, but my immediate thoughts are that evaluating a gaussian blob is very simple, it's just an exponential of a distance. The edge of a sphere makes it more complicated to compute, hence slower.
For backpropagation, the differentials of a gaussian is smooth while it's not for a sphere, again because of the edge.
Now, if you want to use a sphere you probably will do something like using an opacity falloff similar to ReLU[1], making it transparent at the edge.
This should make smooth enough as such I guess, but I imagine you still have the more complicated rendering. Though I may be mistaken.
[1]: https://en.wikipedia.org/wiki/Rectifier_(neural_networks)