This is a forked repository of the rasterization pipeline from the paper "3D Gaussian Splatting for Real-Time Rendering of Radiance Fields". I have made some extensions to it:
- main branch incorporates only the forward pass of depth, which is used for depth visualization.
- 4th-degree: add the 4th degree of SH
- depth: add both the forward and backward pass of depth, which is used for some tasks with depth supervision.
- latest: is the dev branch that contains acc and depth visualization, together with depth backward pass.
- depth-mean3D: add additional backward pass to the mean3D based on the
depth
branch
- 23/11/9. Thanks to slothfulxtx for adding depth backward pass to mean3D. I have put this optimization on the
depth-mean3D
branch.
@Article{kerbl3Dgaussians,
author = {Kerbl, Bernhard and Kopanas, Georgios and Leimk{\"u}hler, Thomas and Drettakis, George},
title = {3D Gaussian Splatting for Real-Time Radiance Field Rendering},
journal = {ACM Transactions on Graphics},
number = {4},
volume = {42},
month = {July},
year = {2023},
url = {https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/}
}