Implement splats again
Now we have normals and splat radius information so can do a better job. It requires a single visibility step between dibr merge and attribute contributions kernel.
For each pixel, use a warp to search a window for possible points. For each found point do a splat intersection and use distance from point as a contribution value. Across all warps, accumulate plausible depth values before finally making a choice on an averaged nearest one. Perhaps then sync and do the attribute accum or leave that in another kernel and just output the depth for the pixel.
Edited by Nicolas Pope