Open xuncpp opened 4 days ago
Hi! Thank you for your attention to our work. depth
and middepth
represent expected depth and median depth. The third coordinate in ray space is defined as the distance( ||p|| ) from camera center (see EWA splatting Eq26). So we need to multiply it by cos
to get depth. Previous works directly use center depth d
, i.e. p.z. They don't calculate depth from distance, so don't consider cos
.
@BaowenZ Hi! Thanks for your explaination. I wonder that if GOF also multiply this cos
term? And is 0.6
a magic number that blance the expected depth and the median depth
Outstanding Work! Thank you!!
However, I didn't quite understand the CUDA code, so I have two questions to ask:
About
middepth
in the Code What exactly does it mean? Does the author believe this value represents depth more accurately? This is because the depth_ratio in the formula for depth calculation with normal constraints is set to 0.6.Why Multiply by
cos
in Formula 14? Firstly,t*
is the result obtained in the ray space, and the paper does not mention converting it to the camera space. Is it assumed to be approximately equal? Secondly, according to the splating method, the depth obtained in the ray space should be closer to the true value? (I am not sure) . Previous work, when calculating ( D = \sum di \alpha i Ti ), did not considercos
.I might have some misunderstandings about certain concepts and I hope someone can answer my question, really thanks!