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
#2Re: Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
#3I'm familiar with the premise of NeRF "grab a bunch of relatively low resolution images by walking in a circle around a subject/moving through a space", and then rendering novel view points,
but on the landing page here the videos are very impressive (though the volumetric fog in the classical building is entertaining as a corner case!),
but I have no idea what the input is.
I assume if you work in this domain it's understood,
"oh these are all standard comparitive output, source from , which if you must know are a series of N still images taken... " or "...excerpted image from consumer camera video while moving through the space" and N is understood to be 1, or more likely, 10, or 100...
...but what I want to know is,
are these video- or still-image input;
and how much/many?
Re: Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
#4Can someone ELI5 what the input to these renders is? I'm familiar with the premise of NeRF "grab a bunch of relatively low resolution images by walking in a circle around a subject/moving through a space", and then rendering novel view points, but on the landing page here the videos are very impressive (though the volumetric fog in the classical building is entertaining as a corner case!), but I have no idea what the…
Pretty sure the input is the same as for NeRFS, GS and photogrammetry: as many high rez photos from as many angles as you have the patience to collect.
I think the example scenes are from a common collection of photos that are being widely used as a common reference point.
Re: Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
#5Re: Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
#6Can someone ELI5 what the input to these renders is? I'm familiar with the premise of NeRF "grab a bunch of relatively low resolution images by walking in a circle around a subject/moving through a space", and then rendering novel view points, but on the landing page here the videos are very impressive (though the volumetric fog in the classical building is entertaining as a corner case!), but I have no idea what the…
Re: Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
#7Love this a whole heck of a lot more than NeRF, or any other "lol lets just throw a huge network at it" approach.
Re: Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
#8I think this paper is as important as original Gaussian Splatting paper.
Re: Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
#9What is the usecase for radiance fields?
https://news.ycombinator.com/item?id=43120582
Like photogrammetry. But, handles a much wider range of materials.
Re: Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
#10I 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…
Well yes, but that's what gaussian splatting also was. The question is: are their claims to be so much better than gsplat accurate?