Open sairisheek opened 9 months ago
Hi, thanks for your interest.
Actually, in Deformable-GS, we only used the main branch of depth-diff-gaussian-rasterization, meaning we only have a forward pass for depth.
Interestingly, in our experiments, depth supervision actually led to negative optimization. In more general experiments with vanilla 3D-GS, we also found that improvements in 3D-GS geometry did not lead to an enhancement in rendering quality.
Hello, thank you for the great work and congratulations on your paper acceptance!
I was wondering how you derived the gradient for the depth from the camera plane. In particular this part:
Per my understanding, the depth that is calculated in the forward pass is simply the p_view.z that is calculated in
In this method (contained in auxiliary.h) the world-space 3D coordinate undergoes a rigid transform to the view space 3D coordinate. In that case, wouldn't the gradient just be the coefficients that map the world-space x,y,z to the view z-coordinate in the view matrix? Like:
Is there something I'm missing here? I'm simply trying to reverse engineer whatever happened in the forward pass. Your help is much appreciated!