Question for the authors, are there opportunities, where they exist, to not use optimization or tuning methods for reconstructing a model of a scene?
We are refining efficient ways of rendering a view of a scene from these models but the scenes remain static. The scenes also take a while to reconstruct too.
Can we still achieve the great look and details of RF and GS without paying for an expensive reconstruction per instance of the scene?
Are there ways of greedily reconstructing a scene with traditional CG methods into these new representations now that they are fast to render?
Please forgive any misconceptions that I may have in advanced! We really appreciate the work y'all are advancing!
> Are there opportunities, where they exist, to not use optimization or tuning methods for reconstructing a model of a scene?
If you know a way, let me know! Every system I'm aware of involves optimization in one way or another, from COLMAP to 3D Gaussian Splatting to Instant NGP and more. Optimization is a powerful workhorse that gives us a far wider range of models than a direct solver ever could.
> Can we still achieve the great look and details of RF and GS without paying for an expensive reconstruction per instance of the scene?
In the future I hope so. We don't have a convincing way to generate 3D scenes yet, but given the progress in 2D, I think it's only a matter of time.
> Are there ways of greedily reconstructing a scene with traditional CG methods into these new representations now that they are fast to render?
Not that I'm aware of! If there were, I think these works should be on the front page instead of SMERF.
Question for the authors, are there opportunities, where they exist, to not use optimization or tuning methods for reconstructing a model of a scene?
We are refining efficient ways of rendering a view of a scene from these models but the scenes remain static. The scenes also take a while to reconstruct too.
Can we still achieve the great look and details of RF and GS without paying for an expensive reconstruction per instance of the scene?
Are there ways of greedily reconstructing a scene with traditional CG methods into these new representations now that they are fast to render?
Please forgive any misconceptions that I may have in advanced! We really appreciate the work y'all are advancing!