[HN Gopher] Making Gaussian Splats more smaller ___________________________________________________________________ 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. ___________________________________________________________________ (page generated 2023-09-28 23:00 UTC)