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Why Does the Rendering Quality Decline in 3DGS Iterative Process with Unity Outputs? #1128

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Songxinlei opened this issue Jan 3, 2025 · 0 comments

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@Songxinlei
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Songxinlei commented Jan 3, 2025

I used Unity to generate the camera intrinsic parameters in the "cameras.txt" file, the camera extrinsic parameters in the "images.txt" file, and the "points3D.txt" file based on point marking.
cameras.txt:
# CAMERA_ID, MODEL, WIDTH, HEIGHT, PARAMS[fx,fy,cx,cy] 1 PINHOLE 1920 1080 1758.385 1758.385 960 540 2 PINHOLE 1920 1080 1758.385 1758.385 960 540
images.txt:
`# IMAGE_ID, QW, QX, QY, QZ, TX, TY, TZ, CAMERA_ID, NAME
1 0.9238796 -0.3826834 0 0 -0.002161115 -2.06232 -2.064752 1 0.png

2 0.9237388 -0.3826252 -0.01612392 -0.006678747 0.06989768 -2.06232 -2.063494 2 1.png`

points3D.txt:
# IMAGE_ID, X,Y,Z,R,G,B 1 0.1727808 -0.576687 -0.2681421 162 10 11 2 0.1756815 -0.5763105 -0.2698661 59 0 0
The initial point cloud was generated normally.
Uploading Snipaste_2025-01-03_18-53-45.png…
However, during the rasterization rendering and iterative generation process in 3D Gaussian Splatting (3DGS), the rendering effect got worse as the number of iterations increased.
Iteration one:

iteration 3000:
Uploading 1280X1280.PNG…

Could you please tell me why this is happening? Thank you for your help.

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