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Triangle splatting: radiance fields represented by triangles

trianglesplatting.github.io

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Re: Triangle splatting: radiance fields represented by triangles

#5

Can someone explain what a splat is? I did graphics programming 25 years ago, but haven't touched it since. I don't think I've ever heard this word before.

A splat is basically a point in a point cloud. But instead of a gaussian splat being just a point it isn’t infinitesimally small but like a 3d gaussian where the point represent the mean. It also has color and opacity. You can also stretch it like an ellipsoid instead of having it have perfect radial symmetry.

Re: Triangle splatting: radiance fields represented by triangles

#6

Can someone explain what a splat is? I did graphics programming 25 years ago, but haven't touched it since. I don't think I've ever heard this word before.

It's basically a blob in space. When you have millions of them, you can use gradient descent to minimize loss between them and source images.

Re: Triangle splatting: radiance fields represented by triangles

#8

Can someone explain what a splat is? I did graphics programming 25 years ago, but haven't touched it since. I don't think I've ever heard this word before.

I always assumed "gaussian splatting" was a reference to old school texture splatting, where textures are alpha-blended together. AFAIK the graphcis terminology of splats as objects (in addition to splatting as a operation) is new.

Re: Triangle splatting: radiance fields represented by triangles

#9

Can someone explain what a splat is? I did graphics programming 25 years ago, but haven't touched it since. I don't think I've ever heard this word before.

A splat is basically a point in a point cloud. But instead of a gaussian splat being just a point it isn’t infinitesimally small but like a 3d gaussian where the point represent the mean. It also has color and opacity. You can also stretch it like an ellipsoid instead of having it have perfect radial symmetry.

And in case it helps further in the context of the article: traditional rendering pipelines for games don't render fuzzy Gaussian points, but triangles instead.

Having the model trained on how to construct triangles (rather than blobbly points) means that we're closer to a "take photos of a scene, process them automatically, and walk around them in a game engine" style pipeline.

Re: Triangle splatting: radiance fields represented by triangles

#10

Can someone explain what a splat is? I did graphics programming 25 years ago, but haven't touched it since. I don't think I've ever heard this word before.

A splat is basically a point in a point cloud. But instead of a gaussian splat being just a point it isn’t infinitesimally small but like a 3d gaussian where the point represent the mean. It also has color and opacity. You can also stretch it like an ellipsoid instead of having it have perfect radial symmetry.

So instead of a point, a splat is more of a (colored) cloud itself.

So a gaussian splat scene is not a pointcloud but rather a cloudcloud.

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