Gaussian Splatting explorations
Let's dive into Gaussian Splatting: what is it, how are scenes represented, and what fun things can we do with it?
This is a fairly informal and code-heavy video - let me know if you like this format!
GS website (with links to paper):
My lesson on optimizing things with fun losses such as CLIP: https://johnowhitaker.github.io/tglcourse/generators_and_losses.html
My Twitter, if you want updates on this as I go: https://twitter.com/johnowhitaker
As mentioned in the video, please do let me know if you have any further questions or suggestions :)