zju3dv / PGSR

code for "PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstruction"
https://zju3dv.github.io/pgsr/
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Using alpha-blended depth&normal instead of intersected depth&normal with median splats #5

Closed YZsZY closed 2 months ago

YZsZY commented 2 months ago

Hello author~ I'd like to ask a question as when computing the homograph warp to compute the multiview consistency, why use alpha-blended depth and normal instead of using the intersected depth & normal with median splats? Just as the GeoNeuS mentioned, only focusing on the splat with the max weight along the pixel ray can reduce the influence caused by the bias in alpha-blended rendering, and lead to a smoother geometry. Hopefully, this advice could help to get a better quality geometry~