The 3D Gaussian Splatting technique, used in computer graphics and VR, has been the subject of recent developments. Mip-Splatting, LightGaussian, Gaussian Shell Maps, and other methods have been introduced to address issues such as aliasing, storage overhead, and dynamic scene representation. The technique has also been extended to enable view synthesis, scene editing, and reflective surface rendering. Additionally, a startup called Gracia has released an open Beta for viewing Gaussian Splats in VR, supported on Windows. These advancements aim to improve the efficiency, realism, and adaptability of 3D Gaussian Splatting in various applications.
[CV] Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering https://t.co/BNYFoMhgmY https://t.co/vgYEbgouyi
Gaussian Splatting in VR: @Gracia_VR, emerged out of nowhere earlier this afternoon with an open Beta to view Gaussian Splats in VR. Gracia is supported on Windows and downloadable from their website. Article: https://t.co/TQsEp3z1JD https://t.co/prY9MH866n https://t.co/xyGXLkxvKy
Gracia: Gaussian Splatting in VR: Today has gotten very exciting. A Delaware based startup, Gracia, emerged out of nowhere earlier this afternoon with an open Beta to view Gaussian Splats... https://t.co/TQsEp3z1JD https://t.co/tA12AHqOKw
Here is my selection of papers for today (4 Dec): paper pages: https://t.co/4n2b8GFMaM FSGS: Real-Time Few-shot View Synthesis using Gaussian Splatting Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering PyNeRF: Pyramidal Neural Radiance Fields Mamba:…
Gaussian Grouping extends Gaussian Splatting to jointly reconstruct and segment anything in open-world 3D scenes. It also efficiently supports versatile 3D scene editing tasks. Paper: Gaussian Grouping: Segment and Edit Anything in 3D Scenes Link: https://t.co/Cmm8Sx7jyF Code:… https://t.co/vbrG0LosMH
MD-Splatting is an approach for simultaneous 3D tracking and novel view synthesis, using video captures of a dynamic scene from various camera poses. MD-Splatting builds on recent advances in Gaussian splatting, a method that learns the properties of a large number of Gaussians… https://t.co/GanW5r0AbJ
FSGS: Few-Shot view synthesis framework based on 3D Gaussian Splatting that enables real-time and photo-realistic view synthesis with as few as three training views. FSGS handles the extremely sparse initialized SfM points with a thoughtfully designed Gaussian Unpooling process… https://t.co/7KAFcj1U1B https://t.co/x3R8h6CPlB
Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering paper page: https://t.co/2kuZ2qUOY1 Neural rendering methods have significantly advanced photo-realistic 3D scene rendering in various academic and industrial applications. The recent 3D Gaussian Splatting method… https://t.co/gK4gc2QQ2S https://t.co/lt2MCKwsrc
3D Gaussian Splats are cool, but they're static (Part 8). Control4D by @RZ_Shao introduces GaussianPlanes. These make Gaussian Splatting more structured, enabling high-fidelity and consistent 4D portrait editing. https://t.co/Nu0LV01rF0 https://t.co/bSDfkFLZhN
[CV] GaussianShader: 3D Gaussian Splatting with Shading Functions for Reflective Surfaces https://t.co/DhE8p2zeUp https://t.co/7CgeoLBjQ6
Periodic Vibration Gaussian(PVG) employs the 3D Gaussian Splatting paradigm, uniquely extending NeRF to elegantly represent dynamic scenes. This is accomplished by seamlessly integrating periodic vibration-based temporal dynamics into the conventional 3D Gaussian Splatting… https://t.co/3FFRJSkPuS
Free Unreal Engine 5 Gaussian Splatting Plugin: This morning, my inbox held an exciting surprise: the release of a free Unreal Engine 5 Gaussian Splatting plugin, freely available under the Apache 2.0... https://t.co/sWPeEQGYbc https://t.co/SbkHJ8PlSP
3D Gaussian Splatting recently became available to android users through a new app. And with that, you might be wondering what 3d Gaussian Splatting even is. Plain Concepts breaks it down for you. #3d #gaussiansplatting #technology #imaging https://t.co/doXbBkt31h.
Gaussian Shell Maps is an efficient framework for 3D human generation connecting 3D Gaussians with CNN-based generators. 3D Gaussians are anchored to “shells” derived from the SMPL template (only two shells are visualized for clarity), and the appearance is modeled in texture… https://t.co/7xv1z1Y3aN https://t.co/36y1NFyVJq
3D Gaussian Splatting comes with a substantial storage overhead caused by growing the SfM points to millions Drawing inspiration from the concept of Network Pruning, LightGaussian is a novel method designed to transform 3D Gaussians into a more efficient and compact format… https://t.co/kSsmnYx88g
HumanGaussian generates high-quality 3D humans with fine-grained geometry and realistic appearance The key insight is that 3D Gaussian Splatting is an efficient renderer with periodic Gaussian shrinkage or growth, where such adaptive density control can be naturally guided by… https://t.co/Cfov4GDdV0
Mip-Splatting introduces a 3D smoothing filter and a 2D Mip filter for 3D Gaussian Splatting (3DGS), eliminating multiple artifacts and achieving alias-free renderings. Paper: Mip-Splatting: Alias-free 3D Gaussian Splatting Link: https://t.co/zfqhuoUBm6 Project:… https://t.co/Au8Fw8gxnI https://t.co/pNGpaUOAg4
3D Gaussian Splatting is fantastic, but suffers from severe aliasing when changing the focal length or depth from the one used during training. Mip-Splatting addresses this problem in a principled way and provides alias-free reconstructions and renderings. https://t.co/rWxZT2Hr82 https://t.co/UempAsytpp
Mip Splatting: If you've been trying out Gaussian Splatting, you may have noticed that the scene tends to degrade quickly, especially when you pull outside of the capture path or change the focal length. While it is a problem, like almost all problems, there are solutions and… https://t.co/yqYQ5QTww6
If you've been trying out Gaussian Splatting, you may have noticed that the scene tends to degrade quickly, especially when you pull outside of the capture path or change the focal length. While it is a problem, like almost all problems, there are solutions and this solution is… https://t.co/yVlzQx4aMs