16-825 Assignment 4

1. 3D Gaussian Splatting

1.1 3D Gaussian Rasterization

q1.1


1.2 Training 3D Gaussian Representations

Training Progress

q1.1

Final Render

q1.1

Parameter learning rate
opacities 0.001
scales 0.003
colours 0.02
means 0.01

Trained for 1000 iterations

Mean PSNR: 29.811

Mean SSIM: 0.939


1.3 Extensions

1.3.1 Rendering Using Spherical Harmonics

Original output Spherical Harmonics Output
Original frame View-dependent frame difference
view-dependent image has uniform shadow across the entire seat whereas the original frame has a bright strip that makes it look unnatural
in the current orientation, the lower part of the seat in the view-dependent image looks a little brighter than the original image which maintains almost a similar colour from all prior frames
the original image has a bright strip on half of the seat (making the lighting look inconsistent) but the view dependent image has the same shadow on the entire seat

2. Diffusion-guided Optimization

2.1 SDS Loss + Image Optimization

Prompt Spherical Harmonics Output with guidance Spherical Harmonics Output without guidance iterations
a hamburger 2000
a standing corgi dog 2000
a ballerina 2000
a weightlifter with a dumbell 2000

2.2 Texture Map Optimization for Mesh

Prompt Output
a purple and pink cow
a rainbow cow

2.3 NeRF Optimization

Prompt Output Depth
a standing corgi dog
a monkey
a flower

2.4 Extensions

2.4.1 View-dependent text embedding

Results are more consistent across view-points.

Prompt Output Depth Comparison with Q2.3
a standing corgi dog face of the dog remains consistent across views but in 2.3, we can see multiple front faces in the gif but here, we can see the front and back of the dog's head clearly
a flower flower and stem shape and orientation remians consistent in different views here