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PixelNeRF Rendering Equation vs. 3D Gaussian Splatting Rendering
This project aims to visualize and understand the way of rendering a 3D Model using PixelNeRF Rendering Equation and 3D Gaussian Splatting Rendering. The project is divided into two parts:
PixelNerF Rendering Equation
3D Gaussian Splatting Rendering
PixelNeRF Rendering Equation
The rendering equation is used to predict the RGB color $\mathbf{c} \in [0,1]^{3}$ of a pixel in a camera view. The pixel position is described via the given 3D point of the camera $\mathbf{o}$ and the normalized viewing direction $\mathbf{d}$.
A MLP $f_{\theta}$ represents the 3D scene and can be queried at any 3D point $\mathbf{x}$ to get the local RGB color $\mathbf{c}$$c$ and the absorption density $\sigma$ of the scene at that point.
The rendering equation renders the color $\mathbf{C}_ {i}$ for every pixel with direction $\mathbf{d}_ {i}$ in the camera view. The rendering equation is given by:
where $\mathbf{x}(t) = \mathbf{o} + t\mathbf{d}$ is the 3D point along the ray and $\sigma(\mathbf{x}(t),\mathbf{d}_ {i})$ is the density of the scene at that point. The term
$e^{-\int_ {0}^{t}\sigma(\mathbf{x}(\hat{t}),\mathbf{d}) d\hat{t}} = T(t)$ is derived from the absorption equation
$$\frac{dI(s)}{ds} = -\sigma(s) I(s)$$
with $I(s)$ the light intensity. $T(t) \in [0,1]$ is the transmittance of the light from the camera to the 3D point $\mathbf{x}(t)$.
The rendering equation can be further simplified to the following form:
Assuming piecewise constant color the rendering equation can be further simplified to [1]:
$$\mathbf{C}(\mathbf{o},\mathbf{d}) = \sum_ {j=1}^{N} \left( \int_ {t_ {j}}^{t_ {j+1}} T(u) \sigma(u) du \right)\mathbf{c}_ {j}$$
using the differentiation trick one can rewrite
As an example a cube is rendered where $\sigma$ and $\mathbf{c}$ are analytically known. In particular the function for the absorption density $\sigma$ is given by: