Point-based rendering with -blending, NeRF-style volumetric rendering, and Gaussian Splatting share several aspects of the image-compositing process.
In all these cases, a pixel's color can be obtained by combining the contributions of the primitives intersected by the ray associated with that pixel.
The final color is obtained as a weighted sum of the contributions along the ray, with weights determined by local opacity and accumulated transmittance.
The color of a pixel can be obtained by integrating along the optical ray
the radiometric contributions weighted by density and transmittance, over the interval
:
| (10.111) |
| (10.112) |
The integral can be approximated by discretizing the ray, yielding the following summation:
| (10.113) |
This representation reduces to classical -blending by using
.
The transmittance can then also be written as
.
In typical neural point-based approaches, the color of a pixel is obtained by blending the
ordered points that underlie the pixel:
| (10.114) |
Paolo medici