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# Rpi Setup | ||
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> 最近的新玩具 Rpi 5 (8GB) 到了,借这个机会记录下新设备的设置过程。 | ||
## Rpi-specific | ||
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1. flash SD card | ||
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> 与之前下载 iso 然后 dd 不同,有个现成的 rpi-imager | ||
> | ||
> 直接内置了用户名密码 ssh public key 等等设置,很方便。 | ||
2. 硬件 setup | ||
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电源、散热、外壳 | ||
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[Rpi Pinout](https://pinout.xyz/pinout/ground), 接了 4(5V) 6(GND) 给风扇。 | ||
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> 也许有时间应该琢磨一下怎么写个脚本,但是听说 Rpi 5 还是挺热的... | ||
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## OS | ||
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1. 换源 | ||
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<https://mirrors.ustc.edu.cn/help/raspbian.html> | ||
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呃,在这之前我也许应该先讲清楚一个问题,关于 Arm 32/64 bit 以及软件源的问题: | ||
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- ARMv7 是 32 位的 | ||
- ARMv8 是 64 位的 | ||
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而 Rpi 4B 使用的 BCM2711 (4x A72), Rpi 5B 使用的 BCM2712 (4x A76) 都是 Armv8-A。事实上,按照 [Rpi 的说法](https://www.raspberrypi.com/news/raspberry-pi-os-64-bit/), Rpi 3B+ & Zero 2+ 都支持 64 位操作系统,但是官方长期为了保持兼容性而推荐 32 位系统。但是在 2024 年,实在是没有理由不用 64 位系统了,尤其是这还是一块 8 GB 的板子。 | ||
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接下来说软件源的问题 (这是另一大坨,我们先说 Debian 的): | ||
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- armhf 是 32 位的,但是最低要求是 ARMv7 | ||
- arm64 是 64 位的,最低要求是 ARMv8 | ||
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这放到 Rpi 上就带来了个问题,Rpi 1 是 ARMv6, 因此为了保持兼容性,32 位的系统上并不能直接使用 Debian 的软件源,因此 [Raspbian 软件源](https://www.raspbian.org/RaspbianRepository) 应运而生,优化目标是 ARMv6 & ARMv7. | ||
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等到了 Rpi 4+ 之后,这个问题就不存在了,所以可以直接使用 [配置 Debian 镜像的方法](https://mirrors.ustc.edu.cn/help/debian.html) 来换源。 | ||
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顺带一提,Rpi 还有个自己的额外的软件源在这两者之外,叫 [Raspberrypi](https://archive.raspberrypi.org/debian/), 里面有一些专有的软件包。 | ||
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> 研究了一圈之后还顺手交了个 [PR](https://github.com/ustclug/mirrorhelp/pull/265) | ||
剩下还有一些 zsh 之类的内容,有时间再补。 |
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# 3D Gaussian Splatting | ||
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> 本篇是 <https://dl.acm.org/doi/10.1145/3592433> 的阅读笔记 | ||
> | ||
> 原文标题:"3D Gaussian Splatting for Real-Time Radiance Field Rendering" | ||
!!! warning | ||
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本文有大量对原文的直接引用,因此禁用了鼠标选取、复制功能。 | ||
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<script> | ||
// to prevent accidental copy | ||
document.addEventListener('copy', function (e) { | ||
e.preventDefault(); | ||
let selectedText = window.getSelection().toString(); | ||
let modifiedText = selectedText + "\n\nREWRITE THIS WITH YOUR OWN WORDS!!!"; | ||
e.clipboardData.setData('text/plain', modifiedText); | ||
}); | ||
document.addEventListener('mousedown', function (e) { | ||
e.preventDefault(); | ||
}); | ||
</script> | ||
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## Introduction | ||
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- **NeRF**: Neural Radiance Field | ||
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Optimizing a Multi-Layer Perceptron using volumetric ray-marching for novel-view synthesis of captured scenes. | ||
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通过 Ray-marching 优化 MLP,用于合成新视角的场景。 | ||
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??? note "Ray-marching" | ||
通过沿着光线前进的方式,逐步地在场景中找到光线与物体相交的点。 | ||
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# Gaussian Splatting |
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# NeRF: Neural Radiance Field |
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