Closed CanCanZeng closed 5 months ago
Hi, thanks for you summary that makes good sence. I think the "perspective accurate splatting" applied in 2DGS would also improve the results of our algorithm. For the waymo scene, I checked your uploaded images, one possible reason for the bad results might be the weak multiview constraints. Both of the algorithms are tested on densly-sampled object-centric scenes, and the waymo only provides views along a single-direction route, which might be ok for only rendering but not enough to obtain good geometry.
Hi @CanCanZeng , I am also interested in those surfel-based representations in driving scenes. How is the rendering quality (PSNR) of these two methods?
I would appreciate if you could share some results or saved ply files.
the PSNR is 31.698 by gaussian_surfel @yifanlu0227 , the reult of 2DGS is lost, but I rember that it is silightly lower than gaussian_sufel.
I have recently been reading about the Gaussian surfel splatting (GSS) algorithm and the 2DGS algorithm, and found that the ideas of the two are very similar, and both are excellent algorithms. I have summarized the differences and connections between the two, which may not be correct, and I hope to hear the author's opinion. Common points:
Differences:
I did an experiment on the Waymo scene: Segment-102751 data(_from GaussianPro by kcheng1021 https://drive.google.com/file/d/1DXQRBcUIrnIC33WNq8pVLKZ_W1VwON3k/view?usp=sharing_). GSS has a good result after turning on the monocular normal prior constraint. The result will be worse after turning it off, but the result of 2DGS is much worse. Other custom datasets show similar result. 2DGS uses a more accurate projection model, and the projection code is more concise, so I think theoretically transplanting the innovation of GSS to 2DGS can get better results. I wonder what the author thinks?