Comments (3)
It's not exactly clear how to do it "prioperly" (since gaussian splats are semitransparent by definition, and "depth buffer" out of transparent things is a somewhat contradictory thing). It should be possible to implement something towards that, somehow. Someday.
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Yeah I know what you mean. In most scenes I would guess that it works ok for mild dof effects and could be nice to add a little bit of atmosphere. The best would probably be to just render the effect directly with a defocus type blur but that would probably be quite heavy and not realtime? For nuke the best would be a renderer indide of nuke with Deep output. A man can dream eh? Thanks for making this open btw! Its great to be able to play around with it.
from unitygaussiansplatting.
As a super cheap hack that might or might not work, could be to try scaling the splat sizes based on DoF focus amount. Whether this would work at all is probably left to be seen, but should be easy to try.
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Related Issues (20)
- Converting Shaders to Shader Graph HOT 4
- Platforms: iPhone XR (A12) is not working due to lack of wave ops HOT 9
- Model superposition problem HOT 1
- Has issue with rendering in uneven scale of the viewport HOT 4
- how can I browse for a different .ply? HOT 1
- LightGaussian is here!! HOT 2
- Even faster radix sort :) HOT 1
- Passing orientation HOT 1
- Re-Lightning GS HOT 1
- Any idea about how to adjust the resolution? HOT 1
- PLY vertex size mismatch, expected 248 but file had 15 HOT 1
- Encode splats in a compute shader
- Support Scaffold-GS rendering HOT 5
- IndexOutOfRangeException: Invalid kernelIndex (0) passed, must be non-negative less than 20. HOT 4
- How to export a compressed (smaller) splat? HOT 1
- Cant get the render to work. Need guidance. HOT 1
- Export ply compressed files HOT 1
- Use plugin in another project HOT 1
- [Bug] gaussianAsset throw Null Execption HOT 4
- Tools: Changing the pivot point of the splat for exports HOT 2
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