I look forward to reading this in closer detail, but it looks like they solve an inverse problem to recover a ground truth set of voxels (from a large set of 2d images with known camera parameters), which is underconstrained. Neat to me that it works w/o using dense optical flow to recover the structure -- I wouldn't have thought that would converge. Love this a whole heck of a lot more than NeRF, or any other "lol l…
> Love this a whole heck of a lot more than NeRF, or any other "lol lets just throw a huge network at it" approach. Well yes, but that's what gaussian splatting also was. The question is: are their claims to be so much better than gsplat accurate?
Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
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Re: Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
#12Re: Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
#13Earlier quoted context omitted.
> Love this a whole heck of a lot more than NeRF, or any other "lol lets just throw a huge network at it" approach. Well yes, but that's what gaussian splatting also was. The question is: are their claims to be so much better than gsplat accurate?
There's no neural net with gaussian splatting, it's a fancy pointcloud that's optimized with ML techniques.
Re: Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
#14Re: Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
#15Funny, it almost sounds like a straight efficiency improvement of Plenoxels (the direct predecessor of gaussian splatting), which would mean gaussian splatting was something of a a red herring/sidetrack. Though I'm not sure atm where the great performance gain is. Definitely interesting.
Re: Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
#16Re: Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
#17Funny, it almost sounds like a straight efficiency improvement of Plenoxels (the direct predecessor of gaussian splatting), which would mean gaussian splatting was something of a a red herring/sidetrack. Though I'm not sure atm where the great performance gain is. Definitely interesting.
How is plenoxels a direct predecessor of gaussian splatting?
Re: Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
#18Why is this called rendering, when it would be more accurate to call it reverse-rendering (unless "rendering" means any kind of transformation of visual-adjacent data)?