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Real-Time Photorrealistic Dynamic Scene Representation And Rendering With 4D Gaussian Splatting

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Problem Formulation and 4D Gaussian Splatting

Problem Formulation

\[ \mathbb{I}(\mu,v,t)=\sum_{i=1}^{N} p_i(\mu,v,t) \alpha_ic_i(d)\prod_{j=1}^{i-1} (1-p_j(\mu, v,t)\alpha_j) \]
  • \(p_i(\mu,v,t)\) can be factorized as a product of a conditional Gaussian and a marginal 1D Gaussian
\[ p_i(\mu,v,t) = p_i(\mu,v|t)p_i(t) \]

Helper Proof see Appendix

Representaion of 4D Gaussian

4D Gaussian

4D Gaussian : In the same way as in 3D Gaussian, we can define decomposition of 4D Gaussian as \(\Sigma = R\Lambda R^T\) where \(\Lambda\) is a diagonal matrix and \(U\) is an orthogonal matrix. Also if we use \(S = (\Lambda)^{1/2}\), then \(\Sigma = RSS^TR\)

S is a 4x4 scaling matrix (diagonal matrix) so it can be represented as \(S = diag(s_x, s_y, s_z, s_t)\)

R is a 4x4 rotation matrix so it can be decomposed into 2 isotropic 2 rotations, each of which represented by a quaternion. So \(R = L(q_l)R(q_r)\) where \(q_l\) and \(q_r\) are left and right quaternions respectively.

\(q_l = (a, b, c, d)\) and \(q_r = (p, q, r, s)\)

\[ R(q_l)= \begin{pmatrix} a&-b&-c&-d\\ b&a&-d&c\\ c&d&a&-b\\ d&-c&b&a \end{pmatrix} \]
\[ R(q_r)= \begin{pmatrix} p&-q&-r&-s\\ q&p&s&-r\\ r&-s&p&q\\ s&r&-q&p \end{pmatrix} \]

the mean of the Gaussian is represented by a 4D vector \(\mu = (\mu_x, \mu_y, \mu_z, \mu_t)\)

Derivation of the conditional 3D Gaussian and marginal 1D Gaussian

Conditional 3D Gaussian

The conditional 3D Gaussian is the Gaussian distribution of the first 3 dimensions given the 4th dimension. It can be derived by the following formula:

\[ \begin{aligned} \Sigma_{3|1} &= \Sigma_{1,2,3} - \Sigma_{1,2,4}\Sigma_{4}^{-1}\Sigma_{1,2,4}^T\\ \mu_{3|1} &= \mu_{1,2,3} - \Sigma_{1,2,3}\Sigma_{4}^{-1}(\mu_{4} - \mu_{4}) \end{aligned} \]
\[ \Sigma = \begin{pmatrix} \Sigma_{1,2,3} & \Sigma_{1,2,4} \\ \Sigma_{1,2,4}^T & \Sigma_4 \end{pmatrix} \]

Marginal 1D Gaussian

The marginal 1D Gaussian is the Gaussian distribution of the 4th dimension. It can be derived by the following formula:

\[ \begin{aligned} \Sigma_{4} &= \Sigma_{4}\\ \mu_{4} &= \mu_{4} \end{aligned} \]

4D spherindrical harmonics

spherindrical harmonics

\[ \begin{aligned} Y_{l}^m(\theta, \phi) &= \sqrt{\frac{2l+1}{4\pi}\frac{(l-|m|)!}{(l+|m|)!}}P_l^m(\cos(\theta))e^{im\phi}\\ P_l^m(x) &= (1-x^2)^{|m|/2}\frac{d^{|m|}}{dx^{|m|}}P_l(x)\\ P_l(x) &= \frac{1}{2^ll!}\frac{d^l}{dx^l}(x^2-1)^l \end{aligned} \]
  • Spherical harmonic functions are a series of orthogonal functions defined on the surface of a sphere, which can be use to approximate function in spherical coordinate:
\[ f(t)\approx \sum_{l}\sum_{m=-l}^{l}c_{l}^{m}Y_{l}^{m}(\theta,\phi) \]
  • \(l\): the degree (non-negative integer)

  • \(m\): the order (integer such that \(−l\leq m\leq l\))

  • \(c_{l}^{m}\): SH coefficients

\[ c_{l}^{m}=\int_{\Omega}f(w)Y_{l}^{m}(w)dw \]
  • \(Y_{l}^{m}\): SH functions, where \(P_{l}^{m}\) are the associated Legendre polynomials, \(\theta\) is the colatitude(0 to \(\pi\)), and \(\phi\) is the longitude(0 to \(2\pi\))
\[ Y_{l}^{m}=\sqrt{\frac{(2l+1)(l-m)!}{4\pi (l+m)!}}P_{l}^{m}(cos\theta)e^{im\phi} \]

4D spherindrical harmonics

  • 4D spherindrical harmonics are the extension of spherical harmonics to 4D space. It can be defined as:
\[ Z_{nl}^m(t, \theta, \phi) = cos(\frac{2\pi nt}{T})Y_{l}^m(\theta, \phi) \]


最后更新: 2024年7月15日 18:16:28
创建日期: 2024年7月15日 18:16:28