Thank you for your great work! There was some confusion when I read the vertexShader code. sqrt(2) is used here, but in the fragmentShader code, distances greater than 4 are discarded, so should I use sqrt(4) instead of sqrt(2)? Maybe I understand the formula incorrectly, please give me some advice.
In addition, I found that cov did not add 0.3 as in the 3DGS original implementation. Will this lead to a decrease in rendering quality?
Thank you for your great work! There was some confusion when I read the vertexShader code. sqrt(2) is used here, but in the fragmentShader code, distances greater than 4 are discarded, so should I use sqrt(4) instead of sqrt(2)? Maybe I understand the formula incorrectly, please give me some advice.
In addition, I found that cov did not add 0.3 as in the 3DGS original implementation. Will this lead to a decrease in rendering quality?