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Feature: Randomly selected fraction of points #126
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And to do this you can (assuming there are points) shuffle the points, then use the first x%. |
I have also thought about ways of doing this kind of thing -- Another approach might be to include a universal scaling factor for all the gaussians because simply making them smaller when rendering will also boost performance. I will definitely keep thinking about how to best support this capability, hopefully I can get something in an upcoming release. |
Interesting. Maybe multiple methods can work together. I just noticed that: the shuffle can be done once, and then the fraction can be changed smoothly (by people using the library) depending on proximity to the viewer or in animations! |
If you're still interested, I recently added a function: |
Yes, I'm very interested. I think splatting will be a major way to get realistic elements in a scene. The more flexibility we have in controlling the splats the better, because as I've said, there are many proximity (level of detail) optimizations that would be powerful -- especially since unlike a traditional model, there is a possibility to meaningfully take a random sample of the points, and it still work. |
As far as I'm aware, splatting uses something like a point cloud. Could we allow the user to set a fraction of the points to be selected randomly for display?
The reason is primarily for speed when editing scenes: render a "simpler" fraction of the points, while manipulating the scene.
But there are obviously more uses, like reducing to a fraction until within a ball of viewer, etc.
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