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Scale parameter #55
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I'm a bit confused as to what you mean exactly; |
Going to close this for now, if you need more help with this let me know. |
Sorry - lost track of this! Apologise - quite rude since i was the one asking :) I will try to explain myself better: In this case, you would need to adjust all the mentioned parameters (ok - i don't know about the Camera.far, but i would assume so). If there were a "Scale" (no idea on how to call it) factor to multiply all the current values, you could easily support bigger scenes - afterall i don't think it will be long before people will find other ways to generate their own splats, maybe with an approach completely different from Inria or ML. |
I admit that the compression functionality I implemented was fairly quick & dirty and still needs work. I'm hesitant to put too much work into it though, because we're still hashing out a proper universal |
Thank you for your reply - sorry about the closing/opening, i was on my phone and i misclicked. I think the discussion got focus more on the ksplat format rather than the original question: what are the values that are currently relying on the coordinates being relative small and should there be a single variable that modify all of them together (as they are related to each other)? I think if you want to expose SplatBufferBucketBlockSize then it would be a good idea to expose all the other values as well in a similar fashion - thinking about it would make sense to have all the current numbers exposed (ie SplatTree parameters in SplatMesh), so there would be no need to rebuild the lib in order to change some of these variables. That would also be an alternative to having the mentioned scale parameter. Regarding the ksplat: appreciate you are trying to have a unique format to represent Gaussians on the web and i don't know how you intend to proceed once that will be decided, but if you are thinking about having the same internal representation as now (SplatBuffer), then the SplatBufferBucketBlockSize problem would come back again. |
So just to clear things up, the current method of compression that utilizes the I understand that even with those parameters exposed, there are still issues around the hardcoded parameters for splat tree construction ( As for calculating spatial density in an effort to calculate these parameters automatically -- that thought had occurred to me, but like you mentioned the density will most likely be non-uniform so a even if |
Makes completely sense - i thought your idea was to use the
I can see how One option to keep things flexible while the final format still need to be decided could be to have an extra file where these variables are stored - so you would have your |
Yes I definitely agree that
That's an interesting idea -- We could just used defaults in the absence of a |
I saw how you are using
Yep :) the main problem with it is to be careful the custom section in the header wouldn't be disregarded just because you found a solution - i still think it should be part of the |
Hi @mkkellogg !
I was wondering what was your opinion on adding another parameter that can be passed to the viewer and that would tide together MaximumDistanceToSort/MaximumDistanceToRender/SplatBufferBucketBlockSize and the Camera.far?
Is there any drawback?
Did i miss some other variable?
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