This project aims to visualize and understand the way of rendering a 3D Model using PixelNeRF Rendering Equation and 3D Gaussian Splatting Rendering. The project is divided into two parts:
- PixelNerF Rendering Equation
- 3D Gaussian Splatting Rendering
The rendering equation is used to predict the RGB color
The rendering equation renders the color
where
with
Assuming piecewise constant color the rendering equation can be further simplified to [1]:
After discretizing the rendering equation the equation from [2]:
The transmittance
Though [1] criticizes the discretization of the rendering equation as it leads to quadrature instability, it is used in this work.
[1] NeRF Revisited: Fixing Quadrature Instability in Volume Rendering
[1] NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis
As an example a cube is rendered where
additionally the color is an arbitrary function in $ \mathbf{x} \in \mathbb{R}^3$. For example a gradient function is:
Rendering the cube with lighting on one side: