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Differential Gaussian Rasterization

NOTE: this is a modified version to support depth & alpha rendering (both forward and backward) from the original repository.

rendered_image, radii, rendered_depth, rendered_alpha = rasterizer(
    means3D=means3D,
    means2D=means2D,
    shs=shs,
    colors_precomp=colors_precomp,
    opacities=opacity,
    scales=scales,
    rotations=rotations,
    cov3D_precomp=cov3D_precomp,
)

Used as the rasterization engine for the paper "3D Gaussian Splatting for Real-Time Rendering of Radiance Fields". If you can make use of it in your own research, please be so kind to cite us.

BibTeX

@Article{kerbl3Dgaussians,
      author       = {Kerbl, Bernhard and Kopanas, Georgios and Leimk{\"u}hler, Thomas and Drettakis, George},
      title        = {3D Gaussian Splatting for Real-Time Radiance Field Rendering},
      journal      = {ACM Transactions on Graphics},
      number       = {4},
      volume       = {42},
      month        = {July},
      year         = {2023},
      url          = {https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/}
}

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  • Cuda 70.8%
  • C++ 17.6%
  • Python 9.9%
  • CMake 1.2%
  • C 0.5%