[HN Gopher] Making Gaussian Splats more smaller
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Making Gaussian Splats more smaller
Author : ibobev
Score : 35 points
Date : 2023-09-28 09:10 UTC (13 hours ago)
(HTM) web link (aras-p.info)
(TXT) w3m dump (aras-p.info)
| samspenc wrote:
| As someone dabbling in the 3D space as a hobby, Gaussian Splats
| have been the hot trend these past few weeks and everyone in the
| 3D space is looking into it for getting realistic photo scans
| into 3D, as an alternative / supplement to NeRF and
| photogrammetry.
| imbusy111 wrote:
| There's probably some locality you can exploit as well. Given the
| same surface and close proximity, I imagine the coefficients are
| nearly identical.
|
| Or store only the rotation of certain typical small set of SH
| coefficients in two values + index. For an ideal, single material
| sphere, all the coefficients could be lined up exactly, right?
| ReactiveJelly wrote:
| I think the SH of a splat also depends on geometry around it,
| for shadows and reflections, so if the sphere is inside a
| scene, the sphere's SHs may not all be rotations of each other.
|
| Cause I've seen SH used for baked-in shadows.
| Scene_Cast2 wrote:
| Oh, so that's how Gaussian Splats achieve view-dependence.
| Strongly reminds me of work on realtime relighting from a decade
| ago. IIRC some version of Halo used a couple of SH coefficients
| (either per pixel or per vertex) for some dynamic shadow /
| lighting thing.
|
| Then, it devolved into figuring out a better set of decomposition
| functions (SH is Fourier Transform over a spherical coordinate
| basis). IIRC Haar wavelets worked well too. I'd guess that with
| modern approaches, a learned function would do even better.
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