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Differential Gaussian Rasterization (Gaussian Splashing)

Used as the rasterization engine for the paper "Gaussian Splashing: Direct Volumetric Rendering Underwater".

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This is a modified version of the original diff-gaussian-rasterization that implements the physics-based underwater image formation model, including:

  • Direct attenuation ($J$)
  • Backscatter ($B_s$)
  • Background infinity / Veiling light ($B_\infty$)

Citation

If you make use of this work in your research, please be so kind to cite us:

@article{mualem2024gaussiansplashing,
  title={Gaussian Splashing: Direct Volumetric Rendering Underwater},
  author={Nir Mualem and Roy Amoyal and Oren Freifeld and Derya Akkaynak},
  journal={arXiv},
  year={2024}
}

Acknowledgments

This work is based on the original 3D Gaussian Splatting rasterizer. Please also consider citing the original work:

@Article{kerbl3Dgaussians,
  author       = {Kerbl, Bernhard and Kopanas, Georgios and Leimk{\"u}hler, Thomas and Drettakis, George},
  title        = {3D Gaussian Splatting for Real-Time Radiance Field Rendering},
  journal      = {ACM Transactions on Graphics},
  number       = {4},
  volume       = {42},
  month        = {July},
  year         = {2023},
  url          = {https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/}
}

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