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CUDA/GL Rasterizer #97
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Hi @aKn1ghtOut . I do notice the official implementation. One interesting thing is that their code runs faster than mine with much more points(although psnr is similar).
For the second task(completely Taichi field-based inference). Most of the code can be reused(some modification is required). And the steps are:
Considering I'm still stuck on task one right now, it'll be great if you would like to look into task two. I can provide you the taichi cumsum implementation if you need it. Also please checkout taichi-ngp-renderer about taichi's official NGP field-based inference if you want to work on it. Thanks! |
Sure. Great project as well. I will look into task 2 |
The cumsum implementation would be very helpful. Looking deeper into Taichi for this! |
@aKn1ghtOut Please checkout this scratch for the cumsum implementation. |
So, just wanted to provide an update:
I feel like my skill set might not be the best suited to tackle the Taichi aspects right now, although looking into it was pretty fun. |
If you are still interested in the project and want to make some contribution, Anyway, thanks for your time! |
@wanmeihuali Hi, I am also trying to migrate 3DGS to Android platform by using taichi AOT, but I have encountered many problems, probably because I am not familiar with the taichi library; Could you share your details about taichi cumsum implementation? thanks for your sharing! |
I'm looking into working on a GL renderer for the parquets.
I see that the Inria repository that has now been released wrote the rasterizer completely in CUDA.
Do you have any plans on working on different renderers/rasterizers?
Also, about making the inference completely Taichi field-based, how much work do you believe is left there? Any starting points to work on this?
@wanmeihuali
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