Used as the rasterization engine for the paper "Gaussian Splashing: Direct Volumetric Rendering Underwater".
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 (
$B_\infty$ )
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}
}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/}
}