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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Normal-GS: 3D Gaussian Splatting with Normal-Involved Rendering · HackerPapers discussions</title><link>https://hackerpaper.kaipfister.de/p/2410.20593/</link><description>Collected HN comments and submissions linking this paper.</description><language>en</language><lastBuildDate>Mon, 02 Nov 2026 11:16:22 GMT</lastBuildDate><atom:link href="https://hackerpaper.kaipfister.de/p/2410.20593/feed.xml" rel="self" type="application/rss+xml" /><item><title>Normal-GS: 3D Gaussian Splatting with Normal-Involved Rendering — mentioned by mxfh</title><link>https://news.ycombinator.com/item?id=44134494</link><guid isPermaLink="false">urn:hackerpapers:mention:2410.20593:44134494</guid><pubDate>Fri, 30 May 2025 09:43:58 GMT</pubDate><description>&lt;p&gt;Normal aligned 3DGS was already proposed earlier[1]. This seems more like an iteration on getting performance improvement by moving from the theoretical principle closer to what the hardware is already doing well and finding a sweet spot of brute amount of features, fast rasterization method and perceived image quality. It&amp;#x27;s already noticeable that there doesn&amp;#x27;t seem to be one fits all approach. Volumetric feathered features like clouds will not profit much from triangle representation vs high visual frequency features. There are various avenues for speeding up rendering and improving 3d…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2410.20593/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.CV</category></item></channel></rss>
