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[Workaround included]How to get rid of the view angle dependent gaussian artifacts generated by mcmc? #785

@WindyYam

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@WindyYam

I'm currently doing nerfstudio with mcmc strategy on a simple scene. For what I've learned, the mcmc strategy tend to generate very large and spiky gaussians.

I'm ok with those, but I don't understand why they create view dependent artifact?

For example, I can see the very large gaussian when I zoom out the whole scene, and they are actually behind the room wall structure.

But if I rotate the camera in some angles, those gaussians defy their scene order, invade into the scene and completely block the view.

The other one is those spiky gaussians, if view from far away they all in correct position, but if they are viewed close up, partly occluded outside the camera view, they will point to the angle that totally subject to my camera look angle

If I export the scene and view it in supersplat it looks better, but they are the same as in the nerfstudio viewer when viewing from Unity gaussian plugin.

My guess is supersplat renders differently for those gaussians, maintaining their correct view properties.

Is there a way to overcome this? I really like the mcmc strategy as it produces overall better scene, but I can't use it on Unity due to the anonying artifacts which is a pity.

For now I can only turn on the use_scale_regularization, and manually add a max size regulator. It will look better, but not completely rule out the issue.
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