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Representation Learning: NeRF and Gaussian Splatting

This repository contains Yumao Liu's personal learning notes and practical explorations of two state-of-the-art scene representation learning techniques:

  • Neural Radiance Fields (NeRF)
  • Gaussian Splatting (GS)

The goal is to develop a deep, hands-on understanding of both the mathematics and implementation details behind modern neural scene representation and rendering.


NeRF vs 3D Gaussian Splatting

Contents

  • nerf_from_nothing/:
    My self-written notebook and explanatory materials on NeRF, including core theory, code, visualizations, and step-by-step explanations of key mechanisms such as ray sampling, volume rendering, positional encoding, and hierarchical sampling.

  • gaussian_splatting/:
    My structured English notes summarizing the core ideas and algorithmic steps behind Gaussian Splatting, including initialization from SfM points, 3D Gaussian formulation, image-space projection, differentiable rasterization, loss computation, and adaptive density control.

Why this project?

  • Demonstrates hands-on understanding of leading neural representation learning methods, not just from papers but also through working code and visualization.
  • Serves as a reference for others interested in mastering modern 3D scene modeling pipelines.
  • Complements my research experience in SLAM, 3D vision, and perception for robotics.

License

All original code and notes released under the MIT License. For any third-party materials, see individual folders for details.

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