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Others have had similar issues and I'm not exactly sure what the root cause is. Would you be able to share your capture so I can do some debugging on my end? Also, have you tried viewing your capture in both/either PlayCanvas' SuperSplat editor or Polycam's viewer? I'd be interested to see how it looks in those viewers. |
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So the discrepancy seems to be mostly due to the lack of support for spherical harmonics in my renderer. When I load up the models in Aras Pranckevičius' Unity-based viewer (https://github.com/aras-p/UnityGaussianSplatting), and edit the code to disable the spherical harmonics support, the output looks much, much closer to mine. It looks like I need to prioritize support for spherical harmonics :) The big reason I have avoided it is because of the large memory requirement, but maybe some sort of minimal-loss compression scheme could make it feasible. |
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So it looks like some of the folks involved with the original gaussian splatting research at INRIA have developed a way to significantly reduce the memory footprint of splat scenes and spherical harmonics: https://repo-sam.inria.fr/fungraph/reduced_3dgs/. As soon as they release their source code I will attempt to port it to my viewer. |
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I've been working to support 1st degree spherical harmonics as they are formatted in the original Note: The |
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Hi there ! 🙂
Here is one of my capture using Splatfacto training method with 30K ite .
In the image on the left, this is a capture in Unity showcasing the rendering quality achieved through the plugin developed by Aras-P , which is nearly perfect regarding the visual quality.
On the image to the right, this is a capture from the Mark Kellogg's viewer ( and it look roughly the same using the viewer of Antimatter).
Take a look at the wall on the right, the sky, the shadow of the roof on the white wall to the left, or the car's bodywork... Why is there such a visual difference? Is there any room for improvement on this?
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