Closed Yang-Xijie closed 3 months ago
I can see a small visual improvement in large splats, but there's also a performance penalty -- I'm seeing 3.5% or more on fragment-bound (high resolution or low splat count) scenes. Do you have any measurements of whether this quantitatively impacts visual quality (e.g. PSNR)?
Since the 3DGS models are mainly derived from https://github.com/graphdeco-inria/diff-gaussian-rasterization, it will be better for the viewer to keep the same with the training forward pass.
The radius in the original CUDA implementation bounds the 99% confidence interval (3.0) of a 2D splat (https://github.com/graphdeco-inria/diff-gaussian-rasterization/blob/59f5f77e3ddbac3ed9db93ec2cfe99ed6c5d121d/cuda_rasterizer/forward.cu#L232), which has a specific meaning.
Since the radius is modified from 2.828 to 3.0, more fragments are created from single instance, therefore introducing a slight performance penalty.
kBoundsRadius_old = sqrt(2) * kBoundsRadius = 2.828
.kBoundsRadius _new = sqrt(2) * kBoundsRadius _old
.kBoundsRadius_new = 3
.The calculation of alpha keeps the same.