Relightable3DGaussian
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Rendering Equation and Visibility Tracing
Hi. Thanks for sharing your great work! I have two questions regarding your method:
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It looks like you compute the result of the rendering equation for every point in the GaussianModel instead of just for those points in the view frustrum. What's the reason for that? Wouldn't it be possible to compute the brdf_color after the world2camera projection and viewport culling ?
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Your Visibility Computation via Ray Tracing doesn't allow backpropagation of gradients. Did you consider using a differentiable implementation ? Also why do you need the learned visibility ? To be able to actually explicitly computing it for every point instead of just for a subset ?
Thanks a lot