Basically, I wish to mission:
A 3D transformation matrix of a Gaussian (or on this case by simplicity a sphere of the unit) that features scale, rotation and translation on this planet house TO
A 2D transformation matrix for an ellipse of the unit within the display house
I’m attempting to symbolize the Gaussians effectively throughout the limitations of the API of a recreation. It’s a unit recreation, and every thing I actually have is Meshes and Shaders.
How do I do that?
I additionally surprise if this could possibly be a query for arithmetic.
Presently, after caressing the chatgpt for some time, I managed to spit some fragments that I managed to rebuild, virtually works. It really works completely with distance projection or perspective, however the perspective has an vital error carefully. Right here is my code:
float2x2 Project3DGaussianTo2D(
float3x3 gaussianLocalTransform,
float3x3 cameraRotationWorldToCamera,
float3 cameraRelativeDirection
) {
// Step 1: 3D Covariance Matrix
float3x3 G = gaussianLocalTransform;
float3x3 C = mul(G, transpose(G));
// Step 2: Remodel covariance to digital camera/view house
float3x3 R = cameraRotationWorldToCamera;
float3x3 C_view = mul(R, mul(C, transpose(R)));
// Step 3: Projection Jacobian J
float3 heart = mul(R, cameraRelativeDirection);
float x = heart.x;
float y = heart.y;
float z = heart.z;
float invZ = 1.0 / z;
float invZ2 = invZ * invZ;
// Corrected Jacobian utilizing perspective projection ∂proj/∂pos
float2x3 J;
J(0) = float3(invZ, 0, -x * invZ2);
J(1) = float3(0, invZ, -y * invZ2);
// Step 4: Challenge 3D covariance to 2D
float scaleZ = 1.0 / (z * z);
float2x2 C_2D = mul(J, mul(C_view * scaleZ, transpose(J)));
// Step 5: Eigen-decomposition to get ellipse axes
float a = C_2D(0)(0), b = C_2D(0)(1);
float c = C_2D(1)(0), d = C_2D(1)(1);
float T = a + d;
float D = a * d - b * c;
float disc = sqrt(max(T*T - 4*D, 0));
float lambda1 = 0.5 * (T + disc);
float lambda2 = 0.5 * (T - disc);
// Deal with eigenvectors
float2 majorAxis = normalize(float2(b, lambda1 - a));
if (dot(majorAxis, majorAxis)
I actually do not know the way every thing works if I am trustworthy. I simply want this magical sauce to work.
And rendered within the unit utilizing a flat mesh with a airplane of UV coincidence, decreased to zero within the blender and sporting a shador:
v2f vert(appdata v) {
v2f o;
float2 uv = float2(saturate(v.uv.x), v.uv.y);
uv = uv - 0.5;
o.uv = uv*2;
float3x3 sphereMatRot = ...;
float3x3 sphereMatScale = ...;
float3 cameraTangentX = mul(UNITY_MATRIX_V(0).xyz, transpose((float3x3)unity_WorldToObject));
float3 cameraTangentY = mul(UNITY_MATRIX_V(1).xyz, transpose((float3x3)unity_WorldToObject));
float3 cameraDir = normalize(mul(unity_WorldToObject, float4(_WorldSpaceCameraPos.xyz, 1)) - v.vertex);
float3x3 cameraRot = ExtractRotation(UNITY_MATRIX_V);
// ===== PROJECT SPHERE TO ECLIPSE
float2x2 ellipseTrans = Project3DGaussianTo2D(
mul(sphereMatRot, sphereMatScale),
cameraRot,
cameraDir
);
uv = mul(ellipseTrans, uv.xy);
float3 offset = uv.x * cameraTangentX + uv.y * cameraTangentY;
o.pos = UnityObjectToClipPos(v.vertex + float4(offset, 0));
return o;
}
float4 frag(v2f i) : SV_Target {
float circle = saturate(1-length(i.uv));
if (circle ```