At 10:00 you talk about firing rays out from the camera to get pixel colour, but the whole point in “splatting” is that there is no ray firing happening. Instead 3D Gaussian are splatted onto the screen one after another from back to front until the view buffer is full. Did you make a mistake with your interpretation or did I misunderstand the way “splatting” works? Because I was quite sure that splatting is fundamentally not ray tracing. so there is no “firing a ray from the camera and checking intersections”
That was my understanding as well, where gaussian splatting mitigates the need for ray casting. But perhaps it is still used for some step in evaluating the pixel/density values, like you said, with a back to front pattern?
@@romancalderon The ray casting analogy is a good way to think about which gaussians are visible from which pixels. But for the actual visualization, gaussian splatting uses rasterization.
"You just keep complaining about how they're wrong" - best explanation of training networks.
Thank you for working on making gs more efficient - I have a lot of ideas I want to use gs for, but it requires efficiency
Wow! Very intuitive explanation. I watched at 2x speed and was able to keep up through the whole thing. 😅 Thank you!
Wow, at 2x speed, I probably sound like an auctioneer talking extremely fast!
@@ForrestIandola Yes, but still understandable - that's impressive!
Very good communication of a complicated subject !
Thank you for that! This was / is the best breakdown of gaussian splats I've seen! Cheers!
You have been sent from heaven
That was really helpful, cheers.
very quick and effective tutorial. thanks
Amazing talk. Thank you so much!
Thanks, this was a really interesting and informative video. Would be happy to see more such videos.
Thanks for sharing!
Thanks for wonderful tutorial. Could you share your slide?
Woow
It was like a picinic in the reconstruction park
At 10:00 you talk about firing rays out from the camera to get pixel colour, but the whole point in “splatting” is that there is no ray firing happening. Instead 3D Gaussian are splatted onto the screen one after another from back to front until the view buffer is full. Did you make a mistake with your interpretation or did I misunderstand the way “splatting” works? Because I was quite sure that splatting is fundamentally not ray tracing. so there is no “firing a ray from the camera and checking intersections”
That was my understanding as well, where gaussian splatting mitigates the need for ray casting. But perhaps it is still used for some step in evaluating the pixel/density values, like you said, with a back to front pattern?
@@romancalderon The ray casting analogy is a good way to think about which gaussians are visible from which pixels. But for the actual visualization, gaussian splatting uses rasterization.
Nice!
Is there any code for the experiments?
Could you share the slide
Out of curiosity, why would we need 700+ FPS? Isn't 30-60 FPS already real-time?