diff --git a/README.md b/README.md index 6e165b0b..f2de6c2b 100644 --- a/README.md +++ b/README.md @@ -2,6 +2,11 @@ Used as the rasterization engine for the paper "3D Gaussian Splatting for Real-Time Rendering of Radiance Fields". If you can make use of it in your own research, please be so kind to cite us. +## Main change of this repo +Fix some bugs in the visible frustum function and uses judgement criterion using conventional NDC Space Culling . +## TODO List + - integrate Detph and Alpha rendering +

BibTeX

diff --git a/cuda_rasterizer/auxiliary.h b/cuda_rasterizer/auxiliary.h index 4d4b9b78..9084a8e3 100644 --- a/cuda_rasterizer/auxiliary.h +++ b/cuda_rasterizer/auxiliary.h @@ -151,7 +151,8 @@ __forceinline__ __device__ bool in_frustum(int idx, float3 p_proj = { p_hom.x * p_w, p_hom.y * p_w, p_hom.z * p_w }; p_view = transformPoint4x3(p_orig, viewmatrix); - if (p_view.z <= 0.2f)// || ((p_proj.x < -1.3 || p_proj.x > 1.3 || p_proj.y < -1.3 || p_proj.y > 1.3))) + // if (p_view.z <= 0.2f)// || ((p_proj.x < -1.3 || p_proj.x > 1.3 || p_proj.y < -1.3 || p_proj.y > 1.3))) + if (p_proj.z < -1.01f||p_proj.z > 1.01f||p_proj.x>1.01f||p_proj.x<-1.01f||p_proj.y>1.01f||p_proj.y<-1.01f)// || ((p_proj.x < -1.3 || p_proj.x > 1.3 || p_proj.y < -1.3 || p_proj.y > 1.3))) { if (prefiltered) {