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I'm sorry, but the article doesn't cover anything about the preprocessing steps that are required for 90% of gaussian splat implementations. That preprocessing
by Cieric 1mo ago
I'm sorry, but the article doesn't cover anything about the preprocessing steps that are required for 90% of gaussian splat implementations. That preprocessing step is almost always colmap which takes pictures or videos and uses SfM to figure out the camera parameters and their position in the 3d scene, it then does basic point reconstruction and dense point reconstruction. That info is what gaussian splats take in, it converts the points from a colmap project into gaussians and then optimizes them through differentiable rendering using backprop to optimize the gaussians to better match the images at the calculated positions of the camera from colmap. Looking over the project files also shows that they consume colmap projects, my question wasn't about the gaussian splat implementation, it was about the defacto standard colmap preprocessing step that is also required.
- fragmede 1mo agoWhat hardware do you have? I've been using colmap on my MacBook. It's been working alright.
- Cieric 1mo agoIt's been a while since I've tried to run it, but it's a mix of Nvidia and AMD GPUs and only AMD CPUs (everything portable is all AMD though and that's where my gripes are.) I'm sure the opencl backend has gotten better over time, but it always seems to drag behind the cuda backend. At this point I wish we could just have a vulkan backend and be done with it. Thanks for bringing that up though, after a quick search that I guess I haven't done in a long time, it appears that colmap does now have a hip backend. So I guess that's going to be my weekend now.