In many respects, point-based -blending, volumetric rendering NeRF-style, and Gaussian Splatting share the low-level component for rendering the scene: the color at a pixel in the image is approximated by integrating samples along the ray that passes through this pixel. The final color is a weighted sum of the colors of the 3D points sampled along this ray, weighted according to the transmittance.
The color of a pixel is the integral of the various densities encountered along the optical ray
over the interval
:
| (9.93) |
| (9.94) |
Integrals can be transformed into sums of various contributions. The color of a pixel can therefore be viewed as a summation of different contributions:
| (9.95) |
This representation reduces to the classic -blending using
. In this way, the transmittance can also be expressed as
.
In typical neural point-based approaches, the color of a pixel is obtained by blending the
ordered points that underlie the pixel itself:
| (9.96) |
Paolo medici