Comment by jayd16
1 day ago
Splatting is about building a scene that supports synthetic view angles.
The depth is helpful to properly handle the parallaxing of the scene as the view angle changes. The system should then ideally "in-paint" the areas that are occluded from the input.
You can either guess the input depth from matching multiple RGB inputs or just use depth inputs along with RGB inputs if you have them. It's not fundamental to the process of building the splats either way.
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