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5 changes: 5 additions & 0 deletions README.md
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Expand Up @@ -2,6 +2,11 @@

Used as the rasterization engine for the paper "3D Gaussian Splatting for Real-Time Rendering of Radiance Fields". If you can make use of it in your own research, please be so kind to cite us.

## Main change of this repo
Fix some bugs in the visible frustum function and uses judgement criterion using conventional NDC Space Culling .
## TODO List
- integrate Detph and Alpha rendering

<section class="section" id="BibTeX">
<div class="container is-max-desktop content">
<h2 class="title">BibTeX</h2>
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3 changes: 2 additions & 1 deletion cuda_rasterizer/auxiliary.h
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Expand Up @@ -151,7 +151,8 @@ __forceinline__ __device__ bool in_frustum(int idx,
float3 p_proj = { p_hom.x * p_w, p_hom.y * p_w, p_hom.z * p_w };
p_view = transformPoint4x3(p_orig, viewmatrix);

if (p_view.z <= 0.2f)// || ((p_proj.x < -1.3 || p_proj.x > 1.3 || p_proj.y < -1.3 || p_proj.y > 1.3)))
// if (p_view.z <= 0.2f)// || ((p_proj.x < -1.3 || p_proj.x > 1.3 || p_proj.y < -1.3 || p_proj.y > 1.3)))
if (p_proj.z < -1.01f||p_proj.z > 1.01f||p_proj.x>1.01f||p_proj.x<-1.01f||p_proj.y>1.01f||p_proj.y<-1.01f)// || ((p_proj.x < -1.3 || p_proj.x > 1.3 || p_proj.y < -1.3 || p_proj.y > 1.3)))
{
if (prefiltered)
{
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