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Is the geometry of high quality? #89
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Hi, thanks for your nice problem! |
Thank you for your information! |
Thanks for your insight! |
There's other 4D GS models that use deformation and it's not a great solution (honestly this 4D-GS seems like a better approach then most), plus introduces new issues that hex planes methods avoids. For example with the banana scene, a deformable model might find it challenging to model the appearance and geometry of the banana slices after they have been cut as they might not be present in the canonical field (as part of a canonical+deformable model). Also for sparse scenes (where geometry is going to suffer the most), I have seen some methods periodically use D-SSIM loss to improve the multi-view aspect ( for 6DoF). They use it every 1000 epochs or so as D-SSIM can be a bottle neck. Methods like Sparse-Controlled GS (for 4-D) also use "control" points, essentially the same way hierarchical voxel geometry works, just with point clouds. Seems there are some regularizers for these that can deal with rigid motions better compared to unconstrained solutions |
Firstly, thank you very much for your excellent work! When I tried your code, I found that the quality of the rendering in some scenes of the hypernerf dataset by 4d-gs was not good. In these monocular scenes, is there a need to add some additional supervision to improve the geometry? Also, could it be possible that the final trained deformation field is overfitting to rgb? This is just my guess. Have you conducted any related experiments? Thanks for your reply!
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