3DGS mesh提取

Mesh Extraction and Physics:

2024:

1. Gaussian Splashing: Dynamic Fluid Synthesis with Gaussian Splatting

Authors: Yutao Feng, Xiang Feng, Yintong Shang, Ying Jiang, Chang Yu, Zeshun Zong, Tianjia Shao, Hongzhi Wu, Kun Zhou, Chenfanfu Jiang, Yin Yang

Abstract We demonstrate the feasibility of integrating physics-based animations of solids and fluids with 3D Gaussian Splatting (3DGS) to create novel effects in virtual scenes reconstructed using 3DGS. Leveraging the coherence of the Gaussian splatting and position-based dynamics (PBD) in the underlying representation, we manage rendering, view synthesis, and the dynamics of solids and fluids in a cohesive manner. Similar to Gaussian shader, we enhance each Gaussian kernel with an added normal, aligning the kernel's orientation with the surface normal to refine the PBD simulation. This approach effectively eliminates spiky noises that arise from rotational deformation in solids. It also allows us to integrate physically based rendering to augment the dynamic surface reflections on fluids. Consequently, our framework is capable of realistically reproducing surface highlights on dynamic fluids and facilitating interactions between scene objects and fluids from new views.

📄 Paper | 🌐 Project Page | 💻 Code (not yet) | 🎥 Short Presentation

2. GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting

Authors: Joanna Waczyńska, Piotr Borycki, Sławomir Tadeja, Jacek Tabor, Przemysław Spurek

Abstract In recent years, a range of neural network-based methods for image rendering have been introduced. For instance, widely-researched neural radiance fields (NeRF) rely on a neural network to represent 3D scenes, allowing for realistic view synthesis from a small number of 2D images. However, most NeRF models are constrained by long training and inference times. In comparison, Gaussian Splatting (GS) is a novel, state-of-theart technique for rendering points in a 3D scene by approximating their contribution to image pixels through Gaussian distributions, warranting fast training and swift, real-time rendering. A drawback of GS is the absence of a well-defined approach for its conditioning due to the necessity to condition several hundred thousand Gaussian components. To solve this, we introduce Gaussian Mesh Splatting (GaMeS) model, a hybrid of mesh and a Gaussian distribution, that pin all Gaussians splats on the object surface (mesh). The unique contribution of our methods is defining Gaussian splats solely based on their location on the mesh, allowing for automatic adjustments in position, scale, and rotation during animation. As a result, we obtain high-quality renders in the real-time generation of high-quality views. Furthermore, we demonstrate that in the absence of a predefined mesh, it is possible to fine-tune the initial mesh during the learning process.

📄 Paper | 💻 Code

3. Mesh-based Gaussian Splatting for Real-time Large-scale Deformation

Authors: Lin Gao, Jie Yang, Bo-Tao Zhang, Jia-Mu Sun, Yu-Jie Yuan, Hongbo Fu, Yu-Kun Lai

Abstract Neural implicit representations, including Neural Distance Fields and Neural Radiance Fields, have demonstrated significant capabilities for reconstructing surfaces with complicated geometry and topology, and generating novel views of a scene. Nevertheless, it is challenging for users to directly deform or manipulate these implicit representations with large deformations in the real-time fashion. Gaussian Splatting(GS) has recently become a promising method with explicit geometry for representing static scenes and facilitating high-quality and real-time synthesis of novel views. However,it cannot be easily deformed due to the use of discrete Gaussians and lack of explicit topology. To address this, we develop a novel GS-based method that enables interactive deformation. Our key idea is to design an innovative mesh-based GS representation, which is integrated into Gaussian learning and manipulation. 3D Gaussians are defined over an explicit mesh, and they are bound with each other: the rendering of 3D Gaussians guides the mesh face split for adaptive refinement, and the mesh face split directs the splitting of 3D Gaussians. Moreover, the explicit mesh constraints help regularize the Gaussian distribution, suppressing poor-quality Gaussians(e.g. misaligned Gaussians,long-narrow shaped Gaussians), thus enhancing visual quality and avoiding artifacts during deformation. Based on this representation, we further introduce a large-scale Gaussian deformation technique to enable deformable GS, which alters the parameters of 3D Gaussians according to the manipulation of the associated mesh. Our method benefits from existing mesh deformation datasets for more realistic data-driven Gaussian deformation. Extensive experiments show that our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate(65 FPS on average).

📄 Paper

4. Reconstruction and Simulation of Elastic Objects with Spring-Mass 3D Gaussians

Authors: Licheng Zhong, Hong-Xing Yu, Jiajun Wu, Yunzhu Li

Abstract Reconstructing and simulating elastic objects from visual observations is crucial for applications in computer vision and robotics. Existing methods, such as 3D Gaussians, provide modeling for 3D appearance and geometry but lack the ability to simulate physical properties or optimize parameters for heterogeneous objects. We propose Spring-Gaus, a novel framework that integrates 3D Gaussians with physics-based simulation for reconstructing and simulating elastic objects from multi-view videos. Our method utilizes a 3D Spring-Mass model, enabling the optimization of physical parameters at the individual point level while decoupling the learning of physics and appearance. This approach achieves great sample efficiency, enhances generalization, and reduces sensitivity to the distribution of simulation particles. We evaluate Spring-Gaus on both synthetic and real-world datasets, demonstrating accurate reconstruction and simulation of elastic objects. This includes future prediction and simulation under varying initial states and environmental parameters.

📄 Paper | 🌐 Project Page | 💻 Code (not yet)

5. Texture-GS: Disentangling the Geometry and Texture for 3D Gaussian Splatting Editing

Authors: Tian-Xing Xu, Wenbo Hu, Yu-Kun Lai, Ying Shan, Song-Hai Zhang

Abstract 3D Gaussian splatting, emerging as a groundbreaking approach, has drawn increasing attention for its capabilities of high-fidelity reconstruction and real-time rendering. However, it couples the appearance and geometry of the scene within the Gaussian attributes, which hinders the flexibility of editing operations, such as texture swapping. To address this issue, we propose a novel approach, namely Texture-GS, to disentangle the appearance from the geometry by representing it as a 2D texture mapped onto the 3D surface, thereby facilitating appearance editing. Technically, the disentanglement is achieved by our proposed texture mapping module, which consists of a UV mapping MLP to learn the UV coordinates for the 3D Gaussian centers, a local Taylor expansion of the MLP to efficiently approximate the UV coordinates for the ray-Gaussian intersections, and a learnable texture to capture the fine-grained appearance. Extensive experiments on the DTU dataset demonstrate that our method not only facilitates high-fidelity appearance editing but also achieves real-time rendering on consumer-level devices, e.g. a single RTX 2080 Ti GPU.

📄 Paper | 🌐 Project Page | 💻 Code (not yet)

6. DN-Splatter: Depth and Normal Priors for Gaussian Splatting and Meshing

Authors: Matias Turkulainen, Xuqian Ren, Iaroslav Melekhov, Otto Seiskari, Esa Rahtu, Juho Kannala

Abstract 3D Gaussian splatting, a novel differentiable rendering technique, has achieved state-of-the-art novel view synthesis results with high rendering speeds and relatively low training times. However, its performance on scenes commonly seen in indoor datasets is poor due to the lack of geometric constraints during optimization. We extend 3D Gaussian splatting with depth and normal cues to tackle challenging indoor datasets and showcase techniques for efficient mesh extraction, an important downstream application. Specifically, we regularize the optimization procedure with depth information, enforce local smoothness of nearby Gaussians, and use the geometry of the 3D Gaussians supervised by normal cues to achieve better alignment with the true scene geometry. We improve depth estimation and novel view synthesis results over baselines and show how this simple yet effective regularization technique can be used to directly extract meshes from the Gaussian representation yielding more physically accurate reconstructions on indoor scenes.

📄 Paper | 💻 Code | 🌐 Project Page

7. 2D Gaussian Splatting for Geometrically Accurate Radiance Fields

Authors: Binbin Huang, Zehao Yu, Anpei Chen, Andreas Geiger, Shenghua Gao

Abstract 3D Gaussian Splatting (3DGS) has recently revolutionized radiance field reconstruction, achieving high quality novel view synthesis and fast rendering speed without baking. However, 3DGS fails to accurately represent surfaces due to the multi-view inconsistent nature of 3D Gaussians. We present 2D Gaussian Splatting (2DGS), a novel approach to model and reconstruct geometrically accurate radiance fields from multi-view images. Our key idea is to collapse the 3D volume into a set of 2D oriented planar Gaussian disks. Unlike 3D Gaussians, 2D Gaussians provide view-consistent geometry while modeling surfaces intrinsically. To accurately recover thin surfaces and achieve stable optimization, we introduce a perspective-accurate 2D splatting process utilizing ray-splat intersection and rasterization. Additionally, we incorporate depth distortion and normal consistency terms to further enhance the quality of the reconstructions. We demonstrate that our differentiable renderer allows for noise-free and detailed geometry reconstruction while maintaining competitive appearance quality, fast training speed, and real-time rendering.

📄 Paper | 🌐 Project Page | 💻 Code | 🎥 Short Presentation

7.1 Unofficial Implementation and Specification

Authors: Yunzhou Song, Zixuan Lin, Yexin Zhang

💻 Code

8. Feature Splatting: Language-Driven Physics-Based Scene Synthesis and Editing

Authors: Ri-Zhao Qiu, Ge Yang, Weijia Zeng, Xiaolong Wang

Abstract Scene representations using 3D Gaussian primitives have produced excellent results in modeling the appearance of static and dynamic 3D scenes. Many graphics applications, however, demand the ability to manipulate both the appearance and the physical properties of objects. We introduce Feature Splatting, an approach that unifies physics-based dynamic scene synthesis with rich semantics from vision language foundation models that are grounded by natural language. Our first contribution is a way to distill high-quality, object-centric vision-language features into 3D Gaussians, that enables semi-automatic scene decomposition using text queries. Our second contribution is a way to synthesize physics-based dynamics from an otherwise static scene using a particle-based simulator, in which material properties are assigned automatically via text queries. We ablate key techniques used in this pipeline, to illustrate the challenge and opportunities in using feature-carrying 3D Gaussians as a unified format for appearance, geometry, material properties and semantics grounded on natural language.

📄 Paper | 🌐 Project Page | 💻 Code (not yet)

9. [ECCV '24] GS2Mesh: Surface Reconstruction from Gaussian Splatting via Novel Stereo Views

Authors: Yaniv Wolf, Amit Bracha, Ron Kimmel

Abstract Recently, 3D Gaussian Splatting (3DGS) has emerged as an efficient approach for accurately representing scenes. However, despite its superior novel view synthesis capabilities, extracting the geometry of the scene directly from the Gaussian properties remains a challenge, as those are optimized based on a photometric loss. While some concurrent models have tried adding geometric constraints during the Gaussian optimization process, they still produce noisy, unrealistic surfaces. We propose a novel approach for bridging the gap between the noisy 3DGS representation and the smooth 3D mesh representation, by injecting real-world knowledge into the depth extraction process. Instead of extracting the geometry of the scene directly from the Gaussian properties, we instead extract the geometry through a pre-trained stereo-matching model. We render stereo-aligned pairs of images corresponding to the original training poses, feed the pairs into a stereo model to get a depth profile, and finally fuse all of the profiles together to get a single mesh. The resulting reconstruction is smoother, more accurate and shows more intricate details compared to other methods for surface reconstruction from Gaussian Splatting, while only requiring a small overhead on top of the fairly short 3DGS optimization process. We performed extensive testing of the proposed method on in-the-wild scenes, obtained using a smartphone, showcasing its superior reconstruction abilities. Additionally, we tested the method on the Tanks and Temples and DTU benchmarks, achieving state-of-the-art results.

📄 Paper | 🌐 Project Page | 💻 Code

10. RaDe-GS: Rasterizing Depth in Gaussian Splatting

Authors: Baowen Zhang, Chuan Fang, Rakesh Shrestha, Yixun Liang, Xiaoxiao Long, Ping Tan

Abstract Gaussian Splatting (GS) has proven to be highly effective in novel view synthesis, achieving high-quality and real-time rendering. However, its potential for reconstructing detailed 3D shapes has not been fully explored. Existing methods often suffer from limited shape accuracy due to the discrete and unstructured nature of Gaussian splats, which complicates the shape extraction. While recent techniques like 2D GS have attempted to improve shape reconstruction, they often reformulate the Gaussian primitives in ways that reduce both rendering quality and computational efficiency. To address these problems, our work introduces a rasterized approach to render the depth maps and surface normal maps of general 3D Gaussian splats. Our method not only significantly enhances shape reconstruction accuracy but also maintains the computational efficiency intrinsic to Gaussian Splatting. Our approach achieves a Chamfer distance error comparable to NeuraLangelo[Li et al. 2023] on the DTU dataset and similar training and rendering time as traditional Gaussian Splatting on the Tanks & Temples dataset. Our method is a significant advancement in Gaussian Splatting and can be directly integrated into existing Gaussian Splatting-based methods.

📄 Paper | 🌐 Project Page | 💻 Code (not yet)

11. Trim 3D Gaussian Splatting for Accurate Geometry Representation

Authors: Lue Fan, Yuxue Yang, Minxing Li, Hongsheng Li, Zhaoxiang Zhang

Abstract In this paper, we introduce Trim 3D Gaussian Splatting (TrimGS) to reconstruct accurate 3D geometry from images. Previous arts for geometry reconstruction from 3D Gaussians mainly focus on exploring strong geometry regularization. Instead, from a fresh perspective, we propose to obtain accurate 3D geometry of a scene by Gaussian trimming, which selectively removes the inaccurate geometry while preserving accurate structures. To achieve this, we analyze the contributions of individual 3D Gaussians and propose a contribution-based trimming strategy to remove the redundant or inaccurate Gaussians. Furthermore, our experimental and theoretical analyses reveal that a relatively small Gaussian scale is a non-negligible factor in representing and optimizing the intricate details. Therefore the proposed TrimGS maintains relatively small Gaussian scales. In addition, TrimGS is also compatible with the effective geometry regularization strategies in previous arts. When combined with the original 3DGS and the state-of-the-art 2DGS, TrimGS consistently yields more accurate geometry and higher perceptual quality.

📄 Paper | 🌐 Project Page | 💻 Code

12. Effective Rank Analysis and Regularization for Enhanced 3D Gaussian Splatting

Authors: Junha Hyung, Susung Hong, Sungwon Hwang, Jaeseong Lee, Jaegul Choo, Jin-Hwa Kim

Abstract 3D reconstruction from multi-view images is one of the fundamental challenges in computer vision and graphics. Recently, 3D Gaussian Splatting (3DGS) has emerged as a promising technique capable of real-time rendering with high-quality 3D reconstruction. This method utilizes 3D Gaussian representation and tile-based splatting techniques, bypassing the expensive neural field querying. Despite its potential, 3DGS encounters challenges, including needle-like artifacts, suboptimal geometries, and inaccurate normals, due to the Gaussians converging into anisotropic Gaussians with one dominant variance. We propose using effective rank analysis to examine the shape statistics of 3D Gaussian primitives, and identify the Gaussians indeed converge into needle-like shapes with the effective rank 1. To address this, we introduce effective rank as a regularization, which constrains the structure of the Gaussians. Our new regularization method enhances normal and geometry reconstruction while reducing needle-like artifacts. The approach can be integrated as an add-on module to other 3DGS variants, improving their quality without compromising visual fidelity.

📄 Paper | 🌐 Project Page | 💻 Code (not yet)

13. CityGaussianV2: Efficient and Geometrically Accurate Reconstruction for Large-Scale Scenes

Authors: Yang Liu, Chuanchen Luo, Zhongkai Mao, Junran Peng, Zhaoxiang Zhang

Abstract Recently, 3D Gaussian Splatting (3DGS) has revolutionized radiance field reconstruction, manifesting efficient and high-fidelity novel view synthesis. However, accurately representing surfaces, especially in large and complex scenarios, remains a significant challenge due to the unstructured nature of 3DGS. In this paper, we present CityGaussianV2, a novel approach for large-scale scene reconstruction that addresses critical challenges related to geometric accuracy and efficiency. Building on the favorable generalization capabilities of 2D Gaussian Splatting (2DGS), we address its convergence and scalability issues. Specifically, we implement a decomposed-gradient-based densification and depth regression technique to eliminate blurry artifacts and accelerate convergence. To scale up, we introduce an elongation filter that mitigates Gaussian count explosion caused by 2DGS degeneration. Furthermore, we optimize the CityGaussian pipeline for parallel training, achieving up to 10x compression, at least 25% savings in training time, and a 50% decrease in memory usage. We also established standard geometry benchmarks under large-scale scenes. Experimental results demonstrate that our method strikes a promising balance between visual quality, geometric accuracy, as well as storage and training costs.

📄 Paper | 🌐 Project Page | 💻 Code (not yet)

14. [CoRL '24] Cloth-Splatting: 3D Cloth State Estimation from RGB Supervision

Authors: Alberta Longhini, Marcel Büsching, Bardienus Pieter Duisterhof, Jens Lundell, Jeffrey Ichnowski, Mårten Björkman, Danica Kragic

Abstract Recently, 3D Gaussian Splatting (3DGS) has revolutionized radiance field reconstruction, manifesting efficient and high-fidelity novel view synthesis. However, accurately We introduce Cloth-Splatting, a method for estimating 3D states of cloth from RGB images through a prediction-update framework. Cloth-Splatting leverages an action-conditioned dynamics model for predicting future states and uses 3D Gaussian Splatting to update the predicted states. Our key insight is that coupling a 3D mesh-based representation with Gaussian Splatting allows us to define a differentiable map between the cloth's state space and the image space. This enables the use of gradient-based optimization techniques to refine inaccurate state estimates using only RGB supervision. Our experiments demonstrate that Cloth-Splatting not only improves state estimation accuracy over current baselines but also reduces convergence time by ~85%.

📄 Paper | 🌐 Project Page | 💻 Code

15. SplatSDF: Boosting Neural Implicit SDF via Gaussian Splatting Fusion

Authors: Runfa Blark Li, Keito Suzuki, Bang Du, Ki Myung Brian Lee, Nikolay Atanasov, Truong Nguyen

Abstract A signed distance function (SDF) is a useful representation for continuous-space geometry and many related operations, including rendering, collision checking, and mesh generation. Hence, reconstructing SDF from image observations accurately and efficiently is a fundamental problem. Recently, neural implicit SDF (SDF-NeRF) techniques, trained using volumetric rendering, have gained a lot of attention. Compared to earlier truncated SDF (TSDF) fusion algorithms that rely on depth maps and voxelize continuous space, SDF-NeRF enables continuous-space SDF reconstruction with better geometric and photometric accuracy. However, the accuracy and convergence speed of scene-level SDF reconstruction require further improvements for many applications. With the advent of 3D Gaussian Splatting (3DGS) as an explicit representation with excellent rendering quality and speed, several works have focused on improving SDF-NeRF by introducing consistency losses on depth and surface normals between 3DGS and SDF-NeRF. However, loss-level connections alone lead to incremental improvements. We propose a novel neural implicit SDF called “SplatSDF” to fuse 3DGS and SDF-NeRF at an architecture level with significant boosts to geometric and photometric accuracy and convergence speed. Our SplatSDF relies on 3DGS as input only during training, and keeps the same complexity and efficiency as the original SDF-NeRF during inference. Our method outperforms state-of-the-art SDF-NeRF models on geometric and photometric evaluation by the time of submission.

📄 Paper | 🌐 Project Page | 💻 Code

2023:

1. [CVPR '24] PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics

Authors: Tianyi Xie, Zeshun Zong, Yuxin Qiu, Xuan Li, Yutao Feng, Yin Yang, Chenfanfu Jiang

Abstract We introduce PhysGaussian, a new method that seamlessly integrates physically grounded Newtonian dynamics within 3D Gaussians to achieve high-quality novel motion synthesis. Employing a custom Material Point Method (MPM), our approach enriches 3D Gaussian kernels with physically meaningful kinematic deformation and mechanical stress attributes, all evolved in line with continuum mechanics principles. A defining characteristic of our method is the seamless integration between physical simulation and visual rendering: both components utilize the same 3D Gaussian kernels as their discrete representations. This negates the necessity for triangle/tetrahedron meshing, marching cubes, "cage meshes," or any other geometry embedding, highlighting the principle of "what you see is what you simulate (WS2)." Our method demonstrates exceptional versatility across a wide variety of materials--including elastic entities, metals, non-Newtonian fluids, and granular materials--showcasing its strong capabilities in creating diverse visual content with novel viewpoints and movements.

📄 Paper | 🌐 Project Page | 💻 Code | 🎥 Short Presentation

2. [CVPR '24] SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering

Authors: Antoine Guédon, Vincent Lepetit

Abstract We propose a method to allow precise and extremely fast mesh extraction from 3D Gaussian Splatting. Gaussian Splatting has recently become very popular as it yields realistic rendering while being significantly faster to train than NeRFs. It is however challenging to extract a mesh from the millions of tiny 3D gaussians as these gaussians tend to be unorganized after optimization and no method has been proposed so far. Our first key contribution is a regularization term that encourages the gaussians to align well with the surface of the scene. We then introduce a method that exploits this alignment to sample points on the real surface of the scene and extract a mesh from the Gaussians using Poisson reconstruction, which is fast, scalable, and preserves details, in contrast to the Marching Cubes algorithm usually applied to extract meshes from Neural SDFs. Finally, we introduce an optional refinement strategy that binds gaussians to the surface of the mesh, and jointly optimizes these Gaussians and the mesh through Gaussian splatting rendering. This enables easy editing, sculpting, rigging, animating, compositing and relighting of the Gaussians using traditional softwares by manipulating the mesh instead of the gaussians themselves. Retrieving such an editable mesh for realistic rendering is done within minutes with our method, compared to hours with the state-of-the-art methods on neural SDFs, while providing a better rendering quality.

📄 Paper | 🌐 Project Page | 💻 Code | 🎥 Short Presentation

3. NeuSG: Neural Implicit Surface Reconstruction with 3D Gaussian Splatting Guidance

Authors: Hanlin Chen, Chen Li, Gim Hee Lee

Abstract Existing neural implicit surface reconstruction methods have achieved impressive performance in multi-view 3D reconstruction by leveraging explicit geometry priors such as depth maps or point clouds as regularization. However, the reconstruction results still lack fine details because of the over-smoothed depth map or sparse point cloud. In this work, we propose a neural implicit surface reconstruction pipeline with guidance from 3D Gaussian Splatting to recover highly detailed surfaces. The advantage of 3D Gaussian Splatting is that it can generate dense point clouds with detailed structure. Nonetheless, a naive adoption of 3D Gaussian Splatting can fail since the generated points are the centers of 3D Gaussians that do not necessarily lie on the surface. We thus introduce a scale regularizer to pull the centers close to the surface by enforcing the 3D Gaussians to be extremely thin. Moreover, we propose to refine the point cloud from 3D Gaussians Splatting with the normal priors from the surface predicted by neural implicit models instead of using a fixed set of points as guidance. Consequently, the quality of surface reconstruction improves from the guidance of the more accurate 3D Gaussian splatting. By jointly optimizing the 3D Gaussian Splatting and the neural implicit model, our approach benefits from both representations and generates complete surfaces with intricate details. Experiments on Tanks and Temples verify the effectiveness of our proposed method.

📄 Paper

### 3DGS与Pinhole模型的技术原理及应用 #### Pinhole相机模型概述 Pinhole相机模型是一种理想化的成像方式,在该模型下,光线通过一个小孔进入暗箱并投射到对面的平面上形成倒立图像。这种简单而有效的建模方法广泛应用于计算机视觉领域,用于描述真实世界中的摄像机如何捕获二维图像[^2]。 #### 3DGS技术简介 3D地理空间服务(3DGS)涉及创建、管理和分发三维地理数据集的服务体系结构和技术框架。它不仅限于静态的地图展示,还包括动态的内容生成以及交互式的用户体验设计。为了支持这些功能,3DGS会利用多种先进的采集手段来获取高精度的空间信息,比如LiDAR扫描、摄影测量等。 #### 结合两者的应用案例分析 当涉及到具体的项目实施时,pinhole模型可以作为基础理论支撑起整个系统的光学部分理解。例如,在构建基于3DGS的城市规划平台过程中,开发人员可以根据pinhole原理调整虚拟摄像头的位置和角度,从而获得更加真实的视角效果。此外,对于无人机航拍所得到的照片拼接而言,同样依赖于对pinhole特性的深入掌握来进行畸变校正等工作[^1]。 ```python import numpy as np def pinhole_projection(K, R, t, points_3d): """ 使用针孔相机模型将3D点投影至2D平面 参数: K (np.array): 内参矩阵 R (np.array): 外参旋转矩阵 t (np.array): 平移向量 points_3d (list of tuples): 输入3D坐标列表 返回: list of tuples: 输出对应的2D像素位置 """ projected_points = [] for point in points_3d: P = np.dot(K, np.hstack((R,t))) temp_point = np.array([point[0], point[1], point[2], 1]) result = np.dot(P,temp_point.T).reshape(-1,) u = int(result[0]/result[-1]) v = int(result[1]/result[-1]) projected_points.append((u,v)) return projected_points ```
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