The concept of 3D Gaussian splattering is to represent the image as a mixture of three-dimensional Gaussians. The 3D Gaussians are based on the three-dimensional extension of one-dimensional Gaussians. Three-dimensional Gaussians are defined by a covariance matrix (in world coordinates) and centered at the point (mean)
:
| (9.97) |
To be drawn, this Gaussian must first be transformed into camera coordinates through a rigid transformation and finally projected into image coordinates. However, one can consider an approximation by drawing a two-dimensional Gaussian in image space. In 2D space, the covariance
becomes
| (9.98) |
| (9.99) |
In (KKLD23), a further step is taken: since it is challenging to parameterize a covariance matrix (which is positive semi-definite), it is based on the fact that the matrix represents an ellipsoid, allowing for a minimal parameterization instead of using all the terms of the matrix as unknowns. The idea is to utilize a scaling matrix
(3 DOF) and a rotation matrix
(another 3 DOF, typically represented by a quaternion, see section A.3):
| (9.100) |
Finally, each point can be associated with an RGB color or spherical harmonics (Spherical Harmonics SH), in addition to the opacity parameter , which is similar to that of NeRF. Practically, the Gaussians are rendered from the nearest to the farthest until the opacity reaches saturation.
Paolo medici