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mrwyz | 1 year ago
People should stop basing all of this new research on proprietary software, when we have open source implementations [1][2].
[1] gsplat: https://github.com/nerfstudio-project/gsplat [2] opensplat: https://github.com/pierotofy/opensplat
jacoblambda|1 year ago
It's a pretty basic "free for non-commercial use, contact us for commercial use" license.
And the Inria rasterizer is not proprietary either. It's non-commercial open source with the option to purchase a commercial license.
These are perfectly reasonable tech stacks for research projects to build off of. If you have an issue with the license, implement it yourself based on the papers (which all outline the necessary details to do so).
unknown|1 year ago
[deleted]
cubefox|1 year ago
reasonableklout|1 year ago
VelesDude|1 year ago
But yes, I know what you are getting at. This would normally be done via a software/shader pipeline rather than a GPU's polygonal process.