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[DRAFT] Automatic circular camera path rendering #3314
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8fca158
init auto circular camera render
ginazhouhuiwu 159864b
notation changes
ginazhouhuiwu ee41251
wip in debugging click position
ginazhouhuiwu 8417be6
add user input values
ginazhouhuiwu afb547c
nits
ginazhouhuiwu 772b431
Merge branch 'main' into gina/auto_camera_render
ginazhouhuiwu 119095f
Merge branch 'main' into gina/auto_camera_render
ginazhouhuiwu 8780664
init ray shooting object avoidance
ginazhouhuiwu c42adc8
fix camera position bug
ginazhouhuiwu 92039c7
clean
ginazhouhuiwu 719bea2
clean
ginazhouhuiwu 610e4e1
Merge branch 'main' into gina/auto_camera_render
ginazhouhuiwu 9a60531
restructure major features out of nerfstudio, minor changes for usabi…
ginazhouhuiwu cea20a7
minor changes
ginazhouhuiwu 8bed243
init keyframe value capture for image embeddings
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This is a good start! but this part should use the more general get_outputs_for_camera() function (a lot of the sampling, scaling stuff is method-specific to nerfacto). As long as the method outputs a 'depth' value it should work with this ray deprojection approach
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This way, you would render a depth image from the viewer camera and deproject the click point with the intrinsics matrix + rendered depth, meaning it doesn't matter what the rendering backend is.
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One thing to note is that the 'depth' in splatfacto is actually z-depth and not ray-depth, so the math would need to be different for the two methods
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Ok that makes sense! Thanks for the feedback appreciate it!!