16-825 Assignment 4

1. 3D Gaussian Splatting

1.1 3D Gaussian Rasterization (35 points)

1.1.1 Project 3D Gaussians to Obtain 2D Gaussians

1.1.2 Evaluate 2D Gaussians

1.1.3 Filter and Sort Gaussians

1.1.4 Compute Alphas and Transmittance

1.1.5 Perform Splatting

1.2 Training 3D Gaussian Representations (15 points)

1.2.1 Setting Up Parameters and Optimizer

1.2.2 Perform Forward Pass and Compute Loss

Submission: In your webpage, include the following details:

1.3 Extensions (Choose at least one! More than one is extra credit)

1.3.1 Rendering Using Spherical Harmonics (10 Points)

Submission: In your webpage, include the following details:

Comparisons

without spherical harmonics with spherical harmonics

The details and shades are slightly more refined with spherical harmonics.

without spherical harmonics with spherical harmonics

The render with spherical harmonics have more realistic shading and finer details, whereas the one without retains the same shading pattern similar to the previous image, despite having different view angles.

without spherical harmonics with spherical harmonics

Both cases appear quite blurry and show little noticeable difference.

2. Diffusion-guided Optimization

2.1 SDS Loss + Image Optimization (20 points)

2.2 Texture Map Optimization for Mesh (15 points)

B&W cow         Orange bull

"a black and white cow" (guidance=15)                                       "a cow with zebra stripes" (guidance=100)

2.3 NeRF Optimization (15 points)

"a standing corgi dog"

B&W cow         Orange bull

RGB                                       depth

"a tv monitor"

B&W cow         Orange bull

RGB                                       depth

"a table"

B&W cow         Orange bull

RGB                                       depth

2.4 Extensions (Choose at least one! More than one is extra credit)

2.4.1 View-dependent text embedding (10 points)

"a standing corgi dog"

Before incorporating view dependence, the corgi has two faces, which is a common artifact caused by the Stable Diffusion SDS loss lacking sufficient context to distinguish between front and side views. Introducing view dependence resolved this problem.

"a tv monitor"

In this case, incorporating view dependence didn’t alleviate the multi-face artifact. The monitor still resembles a lamp, because none of the viewpoints sufficiently capture its flat surface.