gaussian-splatting
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Render code?
Hi, thanks for making this code available, it works very well.
I am looking to port the rendering code into a game engine, can you please explain how the rendering works with your model?
Which parts of SIBR are used?
Thanks!
Hi,
I wouldn't be bothered that much with sIBR it is mostly there to handle the camera the GUI etc. I think you should mostly focus on the cuda rendering side here: https://github.com/graphdeco-inria/diff-gaussian-rasterization/tree/c78d81f56cd5da3cf39f6201984570060128c1aa
This is the entry point: https://github.com/graphdeco-inria/diff-gaussian-rasterization/blob/c78d81f56cd5da3cf39f6201984570060128c1aa/rasterize_points.cu#L36
Best, George
On Tue, Jul 11, 2023 at 1:20 PM antithing @.***> wrote:
Hi, thanks for making this code available, it works very well.
I am looking to port the rendering code into Unreal Engine, can you please explain how the rendering works with your model?
Which parts of SIBR are used?
Thanks!
— Reply to this email directly, view it on GitHub https://github.com/graphdeco-inria/gaussian-splatting/issues/18, or unsubscribe https://github.com/notifications/unsubscribe-auth/ACGXXYNFUOKEHNRNENRTDG3XPWYP3ANCNFSM6AAAAAA2GQLMYU . You are receiving this because you are subscribed to this thread.Message ID: @.***>
Thank you! I will dig into this.
Actually the rasterizer codebase comes with a torch-agnostic way of building a C++ library, the corresponding CMake is here: https://github.com/graphdeco-inria/diff-gaussian-rasterization/blob/c78d81f56cd5da3cf39f6201984570060128c1aa/CMakeLists.txt
That's even a little closer to the pure rendering and avoids the dependency on anything related to torch.
Hth, Bernhard
I'll go ahead and close this?
Can be closed. Thanks again.