Continuous
Discrete (alpha compositing)
| Symbol | Meaning |
|---|---|
| volume density: = probability that the ray stops in | |
| transmittance: probability of reaching without a hit (visibility) | |
| PDF of the stopping position; is the CDF | |
| probability to stop within segment (opacity) | |
| (view-dependent) color |
Intuition
Hits are independent, so survival probabilities multiply → exponential. A point contributes only if it is dense and visible; occlusion comes for free. The rendering is differentiable, so a scene can be learned from 2D images.
In 3D Gaussian Splatting the same compositing is used, but the elements are depth-sorted Gaussians and = learned opacity × projected 2D Gaussian.
Appears in
- Lecture 7, Volume rendering
- Lecture 7, Transmittance
- Lecture 7, Discrete formula
- Lecture 7, NeRF vs. 3DGS
- Lecture 7, UniSurf: volume → surface rendering
- Lecture 8, Image formation: 3DGS uses the same compositing