Skip to content

Comment on Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Renderingparent

Comments

They both emerged out of the pursuit of a more efficient solution for addressing the inefficiencies in NeRF, which was mainly due to expensive ray marching and MLP calls. Before the emergence of Gaussian splatting, grids, such as plenoxels were all the rage. Of course, Gaussian splatting here refers to the paper, “3D Gaussian Splatting for Real-Time Radiance Field Rendering”

AboutSource Built by g1lg1l

Hackerly is an independent reader for Hacker News, built on the public HN API. Not affiliated with Y Combinator.