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MrNeRF

@janusch_patas16,703 subscribers

Founder and CEO of https://t.co/5MjtfpwEU3 | Your guide to radiance fields | Host of the podcast @ViewDependent | FTP: 279 | discord: https://t.co/lrl64WGvlD

Shorts

Two weeks ago I fixed one of my teeth with algorithms I wrote a couple of years ago! I got hooked by 3D scanning when I started to work for a software shop in Zurich that was programming 3D computational geometry algorithms for denture scanning to produce crowns (and more). Back then, a typical reconstruction pipeline was like: scan the patient’s teeth using an intraoral scanner, reconstruct the surface mesh, design the restoration digitally, and finally mill the crown out of ceramic. We were working mostly with point clouds and meshes, but it wasn’t just math, it was craftsmanship translated into a digital process. Every micron mattered. You could literally see how a good algorithm meant a better fit in someone’s mouth. Gaussian Splatting isn’t about surface reconstruction, it’s about appearance reconstruction. It doesn’t care about explicit topology, it captures how light interacts with the scene. In a sense, it’s the opposite philosophy of the dental world: instead of modeling what the object is, it models how the object looks. 3D Gaussian Splatting enables applications like training self driving cars, teaching robots to understand their environment, creating virtual worlds, or monitoring real sites. It represents scenes as millions of small Gaussians rendered in real time without the need for meshes or textures. Coming from a world where precision geometry was everything, this shift felt natural. It’s still about reconstruction, but with a different goal: not manufacturing a perfect object, but reproducing how the world actually looks. Two weeks ago I got my first dental crown, made with the same software, reconstruction algorithms, and Swiss precision I once helped develop. I haven’t worked there in two years, but sitting in that chair and seeing the process from the other side was a proud moment. It reminded me why I love this field.

Two weeks ago I fixed one of my teeth with algorithms I wrote a couple of years ago! I got hooked by 3D scanning when I started to work for a software shop in Zurich that was programming 3D computational geometry algorithms for denture scanning to produce crowns (and more). Back then, a typical reconstruction pipeline was like: scan the patient’s teeth using an intraoral scanner, reconstruct the surface mesh, design the restoration digitally, and finally mill the crown out of ceramic. We were working mostly with point clouds and meshes, but it wasn’t just math, it was craftsmanship translated into a digital process. Every micron mattered. You could literally see how a good algorithm meant a better fit in someone’s mouth. Gaussian Splatting isn’t about surface reconstruction, it’s about appearance reconstruction. It doesn’t care about explicit topology, it captures how light interacts with the scene. In a sense, it’s the opposite philosophy of the dental world: instead of modeling what the object is, it models how the object looks. 3D Gaussian Splatting enables applications like training self driving cars, teaching robots to understand their environment, creating virtual worlds, or monitoring real sites. It represents scenes as millions of small Gaussians rendered in real time without the need for meshes or textures. Coming from a world where precision geometry was everything, this shift felt natural. It’s still about reconstruction, but with a different goal: not manufacturing a perfect object, but reproducing how the world actually looks. Two weeks ago I got my first dental crown, made with the same software, reconstruction algorithms, and Swiss precision I once helped develop. I haven’t worked there in two years, but sitting in that chair and seeing the process from the other side was a proud moment. It reminded me why I love this field.

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EDGS: Eliminating Densification for Efficient Convergence of 3DGS Contributions: • We show that initial triangulation based on 2D correspondences can replace the incremental refinement process, fundamentally changing how 3DGS models allocate resources. • Our method reduces the path each Gaussian must travel in parameter space. Careful initialization not only accelerates convergence but also guides optimization toward a convergence point corresponding to lower reconstruction error and thus higher reconstruction quality. • Our approach outperforms both speed-optimized and quality-focused state-of-the-art models while using only half the splats of standard 3DGS. By improving initialization rather than altering the optimization process, this method is compatible with other 3DGS acceleration techniques, making it a flexible enhancement to existing models.

EDGS: Eliminating Densification for Efficient Convergence of 3DGS Contributions: • We show that initial triangulation based on 2D correspondences can replace the incremental refinement process, fundamentally changing how 3DGS models allocate resources. • Our method reduces the path each Gaussian must travel in parameter space. Careful initialization not only accelerates convergence but also guides optimization toward a convergence point corresponding to lower reconstruction error and thus higher reconstruction quality. • Our approach outperforms both speed-optimized and quality-focused state-of-the-art models while using only half the splats of standard 3DGS. By improving initialization rather than altering the optimization process, this method is compatible with other 3DGS acceleration techniques, making it a flexible enhancement to existing models.

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First fully ML-framework-free 3D Gaussian Splatting implementation in LichtFeld Studio. I’ve completed the migration of the full training pipeline to a custom CUDA-based tensor library. No PyTorch, no LibTorch, no autograd. Every gradient is implemented by hand, either through CUDA kernels or minimal abstractions on top. This makes it the first full training setup for 3D Gaussian Splatting with zero dependencies on existing ML frameworks. It’s not just about independence, it's about control! We now manage every byte of GPU memory, which opens the door to tighter optimization and finer performance tuning. The framework footprint is minimal, without pulling in gigabytes of ML runtime code that was never designed for real-time or graphics-driven applications. A few modules, such as the metrics and 3DGUT interfaces, are still being ported, and some operations are temporarily naïve, so performance is not yet on par with master. But this refactor lays the groundwork for: - A fully self-contained binary - Fine-grained memory optimization - Easier experimentation without the weight of an ML stack We’re getting close.

First fully ML-framework-free 3D Gaussian Splatting implementation in LichtFeld Studio. I’ve completed the migration of the full training pipeline to a custom CUDA-based tensor library. No PyTorch, no LibTorch, no autograd. Every gradient is implemented by hand, either through CUDA kernels or minimal abstractions on top. This makes it the first full training setup for 3D Gaussian Splatting with zero dependencies on existing ML frameworks. It’s not just about independence, it's about control! We now manage every byte of GPU memory, which opens the door to tighter optimization and finer performance tuning. The framework footprint is minimal, without pulling in gigabytes of ML runtime code that was never designed for real-time or graphics-driven applications. A few modules, such as the metrics and 3DGUT interfaces, are still being ported, and some operations are temporarily naïve, so performance is not yet on par with master. But this refactor lays the groundwork for: - A fully self-contained binary - Fine-grained memory optimization - Easier experimentation without the weight of an ML stack We’re getting close.

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Human Hair Reconstruction with Strand-Aligned 3D Gaussians Contributions (cited): – We propose a new 3D line lifting scheme that uses a modified 3DGS reconstruction technique to lift 2D orientation maps into a 3D field while also providing refinement of the camera parameters; – We introduce a dual representation of hair strand polylines and 3D Gaussians to achieve differentiable rasterization of hair strands and leverage photometric constraints for strand-based hair reconstruction; – Based on these components, we propose a coarse-to-fine optimization method for prior-guided hair reconstruction that leverages both latent and explicit representations of the hairstyle.

Human Hair Reconstruction with Strand-Aligned 3D Gaussians Contributions (cited): – We propose a new 3D line lifting scheme that uses a modified 3DGS reconstruction technique to lift 2D orientation maps into a 3D field while also providing refinement of the camera parameters; – We introduce a dual representation of hair strand polylines and 3D Gaussians to achieve differentiable rasterization of hair strands and leverage photometric constraints for strand-based hair reconstruction; – Based on these components, we propose a coarse-to-fine optimization method for prior-guided hair reconstruction that leverages both latent and explicit representations of the hairstyle.

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[SIGGRAPH ASIA '25] Detail-Enhanced Gaussian Splatting for Large-Scale Volumetric Capture Contributions: - A two-stage approach to performance capture, combining a scene-scale capture rig and a single-actor facial capture rig. - A novel high-quality scene-scale volumetric performance capture rig, incorporating both static and dynamic cameras to track the performance of multiple actors. - A reconstruction pipeline for dynamic performance capture, featuring stable calibration of moving cameras and 4DGS with improved dynamic range and color fidelity. - A detail enhancement Diffusion Model, which supports 4K, RGB, and Alpha, with improved temporal stability.

[SIGGRAPH ASIA '25] Detail-Enhanced Gaussian Splatting for Large-Scale Volumetric Capture Contributions: - A two-stage approach to performance capture, combining a scene-scale capture rig and a single-actor facial capture rig. - A novel high-quality scene-scale volumetric performance capture rig, incorporating both static and dynamic cameras to track the performance of multiple actors. - A reconstruction pipeline for dynamic performance capture, featuring stable calibration of moving cameras and 4DGS with improved dynamic range and color fidelity. - A detail enhancement Diffusion Model, which supports 4K, RGB, and Alpha, with improved temporal stability.

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My C++ 3DGS implementation has transitioned to the gsplat backend and is now licensed under Apache 2.0. - Supports MCMC densification by default. - Includes a fused bilateral grid implementation. - A basic viewer, contributed by the community, is available with more features in development. - Runs in headless mode. Exciting plans are underway for the project's evolution over the sumner. Check it out!

My C++ 3DGS implementation has transitioned to the gsplat backend and is now licensed under Apache 2.0. - Supports MCMC densification by default. - Includes a fused bilateral grid implementation. - A basic viewer, contributed by the community, is available with more features in development. - Runs in headless mode. Exciting plans are underway for the project's evolution over the sumner. Check it out!

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Is Google taking initial steps to enhance Street View? For some reason, Street View seems stuck in technology that feels outdated. I wonder if we'll see such improvements on the product side. Also, note how much better it performs in all aspects compared to Zip-NeRF in their presented material. It offers more details and fewer artifacts. Great work! "LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering" Contributions: • We propose a novel LOD representation for 3DGS which, unlike previous methods [27, 28, 17], does not recompute the list of used Gaussians at each frame. This allows for acceleration and compaction, enabling the rendering of large-scale scenes even on mobile devices. • We design a strategy to automatically select optimal hyperparameters for splitting LODs, whereas most other methods require manual tuning of hyperparameters for each 3D scene. • To further accelerate rendering, we split the scene into chunks and pre-compute sets of active Gaussians per chunk. • Finally, we introduce a novel opacity interpolation scheme to produce visually pleasing rendering and eliminate artifacts when transitioning between chunks.

Is Google taking initial steps to enhance Street View? For some reason, Street View seems stuck in technology that feels outdated. I wonder if we'll see such improvements on the product side. Also, note how much better it performs in all aspects compared to Zip-NeRF in their presented material. It offers more details and fewer artifacts. Great work! "LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering" Contributions: • We propose a novel LOD representation for 3DGS which, unlike previous methods [27, 28, 17], does not recompute the list of used Gaussians at each frame. This allows for acceleration and compaction, enabling the rendering of large-scale scenes even on mobile devices. • We design a strategy to automatically select optimal hyperparameters for splitting LODs, whereas most other methods require manual tuning of hyperparameters for each 3D scene. • To further accelerate rendering, we split the scene into chunks and pre-compute sets of active Gaussians per chunk. • Finally, we introduce a novel opacity interpolation scheme to produce visually pleasing rendering and eliminate artifacts when transitioning between chunks.

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You should also check the project page for the interactive demos, it is truely impressive!

You should also check the project page for the interactive demos, it is truely impressive!

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Triangle Splatting for Real-Time Radiance Field Rendering Contributions: (i) We propose Triangle Splatting, a novel approach that directly optimizes unstructured triangles, bridging traditional computer graphics and radiance fields. (ii) We introduce a differentiable window function for soft triangle boundaries, enabling effective gradient flow. (iii) We demonstrate qualitatively and quantitatively that Triangle Splatting outperforms concurrent methods in terms of visual quality and rendering speed, and achieves superior perceptual quality compared to the state-of-the-art Zip-NeRF on indoor scenes. (iv) The optimized triangles are directly compatible with standard mesh-based renderers, enabling seamless integration into traditional graphics pipelines.

Triangle Splatting for Real-Time Radiance Field Rendering Contributions: (i) We propose Triangle Splatting, a novel approach that directly optimizes unstructured triangles, bridging traditional computer graphics and radiance fields. (ii) We introduce a differentiable window function for soft triangle boundaries, enabling effective gradient flow. (iii) We demonstrate qualitatively and quantitatively that Triangle Splatting outperforms concurrent methods in terms of visual quality and rendering speed, and achieves superior perceptual quality compared to the state-of-the-art Zip-NeRF on indoor scenes. (iv) The optimized triangles are directly compatible with standard mesh-based renderers, enabling seamless integration into traditional graphics pipelines.

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Human3R: Everyone Everywhere All at Once Note: I recorded the video from the interactive demo on their project page (linked in the comment below). Abstract (excerpt): Human3R jointly recovers global multi-person SMPL-X bodies ("everyone"), dense 3D scenes ("everywhere"), and camera trajectories in a single forward pass ("all-at-once"). Our method builds upon the 4D online reconstruction model CUT3R and uses parameter-efficient visual prompt tuning to preserve CUT3R's rich spatiotemporal priors while enabling direct readout of multiple SMPL-X bodies. Human3R is a unified model that eliminates heavy dependencies and iterative refinement. After being trained on the relatively small-scale synthetic dataset BEDLAM for just one day on one GPU, it achieves superior performance with remarkable efficiency: it reconstructs multiple humans in a one-shot manner, along with 3D scenes, in one stage, at real-time speed (15 FPS) with a low memory footprint (8 GB).

Human3R: Everyone Everywhere All at Once Note: I recorded the video from the interactive demo on their project page (linked in the comment below). Abstract (excerpt): Human3R jointly recovers global multi-person SMPL-X bodies ("everyone"), dense 3D scenes ("everywhere"), and camera trajectories in a single forward pass ("all-at-once"). Our method builds upon the 4D online reconstruction model CUT3R and uses parameter-efficient visual prompt tuning to preserve CUT3R's rich spatiotemporal priors while enabling direct readout of multiple SMPL-X bodies. Human3R is a unified model that eliminates heavy dependencies and iterative refinement. After being trained on the relatively small-scale synthetic dataset BEDLAM for just one day on one GPU, it achieves superior performance with remarkable efficiency: it reconstructs multiple humans in a one-shot manner, along with 3D scenes, in one stage, at real-time speed (15 FPS) with a low memory footprint (8 GB).

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PackUV: Packed Gaussian UV Maps for 4D Volumetric Video - PackUV — A new volumetric video representation that packs 3D Gaussian attributes into a sequence of UV atlases for efficient streaming and storage, making it readily compatible with existing video coding infrastructure. - PackUV-GS — An efficient method to fit PackUV directly from multiview videos using optical-flow-based keyframing and Gaussian labeling to handle large motions, disocclusions, and temporal consistency. - PackUV-2B — The largest multi-view 4D dataset with 2B frames, large motions, and disocclusions. It provides 360° coverage from 50+ synchronized cameras.

PackUV: Packed Gaussian UV Maps for 4D Volumetric Video - PackUV — A new volumetric video representation that packs 3D Gaussian attributes into a sequence of UV atlases for efficient streaming and storage, making it readily compatible with existing video coding infrastructure. - PackUV-GS — An efficient method to fit PackUV directly from multiview videos using optical-flow-based keyframing and Gaussian labeling to handle large motions, disocclusions, and temporal consistency. - PackUV-2B — The largest multi-view 4D dataset with 2B frames, large motions, and disocclusions. It provides 360° coverage from 50+ synchronized cameras.

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This is completely nuts. Can't wait until the paper is released! "SuperGaussian: Repurposing Video Models for 3D Super Resolution" Project: Paper video ⬇️ 1 I 2

This is completely nuts. Can't wait until the paper is released! "SuperGaussian: Repurposing Video Models for 3D Super Resolution" Project: Paper video ⬇️ 1 I 2

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Check out their project page linked in the post below. They have some really cool demos to try out! They’ve also released the demo code

Check out their project page linked in the post below. They have some really cool demos to try out! They’ve also released the demo code

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Oh wow! I just tested Splatt3R with my own data on my computer, which creates 3D Gaussian Splats at 4 FPS on uncalibrated 512x512 2D images! It's by far the fastest 3D reconstruction method, powered by MASt3R. Check out the video!

Oh wow! I just tested Splatt3R with my own data on my computer, which creates 3D Gaussian Splats at 4 FPS on uncalibrated 512x512 2D images! It's by far the fastest 3D reconstruction method, powered by MASt3R. Check out the video!

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Seamless non-repetitive texture painting. This is awesome: "[SIGGRAPH '24] Diffusion Texture Painting" Paper (pdf): Project:

Seamless non-repetitive texture painting. This is awesome: "[SIGGRAPH '24] Diffusion Texture Painting" Paper (pdf): Project:

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Official Launch of the MrNeRF 3DGS Bounty 2: We're offering 🏆 $1600 + $500 bonus for improving initialization & training without densification for 3D Gaussian Splatting! RT & tag friends who might crush this. Details in thread 👇

Official Launch of the MrNeRF 3DGS Bounty 2: We're offering 🏆 $1600 + $500 bonus for improving initialization & training without densification for 3D Gaussian Splatting! RT & tag friends who might crush this. Details in thread 👇

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Wonderland: Navigating 3D Scenes from a Single Image Contributions: • First, we introduce a representation for controllable 3D generation by leveraging the generative priors from camera-guided video diffusion models. Unlike image models, video diffusion models are trained on extensive video datasets. This enables them to capture comprehensive spatial relationships within scenes across multiple views and embed a form of "3D awareness" in their latent space, which allows us to maintain 3D consistency in novel view synthesis. • Second, to achieve controllable novel view generation, we empower video models with precise control over specified camera motions. We introduce a novel dual-branch conditioning mechanism that effectively incorporates desired diverse camera trajectories into the video diffusion model. This enables expansion of a single image into a multi-view consistent capture of a 3D scene with precise pose control. • Third, to achieve efficient 3D reconstruction, we directly transform video latents into 3DGS. We propose a novel latent-based large reconstruction model (LaLRM) that lifts video latents to 3D in a feed-forward manner. With this design, during inference, our model directly predicts 3DGS from a single input image, effectively aligning the generation and reconstruction tasks—and bridging image space and 3D space—through the video latent space. Compared with reconstructing scenes from images, the video latent space offers a 256× spatial-temporal reduction while retaining essential and consistent 3D structural details. Such a high degree of compression is crucial, as it allows the LaLRM to handle a wider range of 3D scenes within the reconstruction framework, with the same memory constraints.

Wonderland: Navigating 3D Scenes from a Single Image Contributions: • First, we introduce a representation for controllable 3D generation by leveraging the generative priors from camera-guided video diffusion models. Unlike image models, video diffusion models are trained on extensive video datasets. This enables them to capture comprehensive spatial relationships within scenes across multiple views and embed a form of "3D awareness" in their latent space, which allows us to maintain 3D consistency in novel view synthesis. • Second, to achieve controllable novel view generation, we empower video models with precise control over specified camera motions. We introduce a novel dual-branch conditioning mechanism that effectively incorporates desired diverse camera trajectories into the video diffusion model. This enables expansion of a single image into a multi-view consistent capture of a 3D scene with precise pose control. • Third, to achieve efficient 3D reconstruction, we directly transform video latents into 3DGS. We propose a novel latent-based large reconstruction model (LaLRM) that lifts video latents to 3D in a feed-forward manner. With this design, during inference, our model directly predicts 3DGS from a single input image, effectively aligning the generation and reconstruction tasks—and bridging image space and 3D space—through the video latent space. Compared with reconstructing scenes from images, the video latent space offers a 256× spatial-temporal reduction while retaining essential and consistent 3D structural details. Such a high degree of compression is crucial, as it allows the LaLRM to handle a wider range of 3D scenes within the reconstruction framework, with the same memory constraints.

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Mesh-2-Splat is merged into master, which allows converting meshes into splats in less than a second. I also made Fast-SAM3D run as a plugin. It makes it trivial to create new 3D GS assets from any image!

Mesh-2-Splat is merged into master, which allows converting meshes into splats in less than a second. I also made Fast-SAM3D run as a plugin. It makes it trivial to create new 3D GS assets from any image!

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That's really cool. 4D Gaussian Splatting running in the browser by Gmix. Went somehow under the radar with the #Sora release.

That's really cool. 4D Gaussian Splatting running in the browser by Gmix. Went somehow under the radar with the #Sora release.

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"Spann3R: 3D Reconstruction with Spatial Memory" In a nutshell: DUSt3R strikes again! Paper: Project: Method ⬇️

"Spann3R: 3D Reconstruction with Spatial Memory" In a nutshell: DUSt3R strikes again! Paper: Project: Method ⬇️

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Videos

janusch_patas's profile picture

Europe Builds. Others Profit. 3D Gaussian Splatting (3DGS) is the perfect case study. It reflects both Europe’s brilliance and its chronic inability to turn that brilliance into business. Almost everything that made 3DGS possible was born in Europe. From the early breakthroughs in point-based rasterization in Switzerland to the cumulative research from Austria, Greece, and Germany executed in France, Europe built the foundation. No other continent can match that level of scientific collaboration and intellectual strength. The LichtFeld Studio bounty later confirmed it: the biggest performance leaps came straight out of European labs. The science was here. The innovation was here. The talent was here. But the business was not. When 3DGS exploded, my inbox filled with messages from US-based companies, not from Europe. In the United States, Luma AI and Polycam turned the paper into products within weeks. They did not wait for funding programs or EU consortia. They simply built. Then came China, which not only caught up in research but quickly outpaced everyone in commercialization. XGRID, DJI, and many others built thriving businesses around what Europe invented. Today, most 3DGS papers come from Chinese institutions rather than European ones. Meanwhile, the usual giants such as Meta, NVIDIA, Google, Netflix, and Tesla continue to iterate, integrate, and push forward. A thriving ecosystem of startups like World Labs leverages this technology to create new products and markets. The innovation cycle in the United States and China is fast, relentless, and market-driven. Europe, in contrast, remains bureaucratic and slow. We fund excellence and celebrate publications, but we rarely ship, even though some small startups are trying to change the status quo. Our researchers create the breakthroughs; others create the successful products. Until Europe finds a way to bridge the gap between laboratories and markets, it will remain the world’s research and development department: brilliant, underpaid, and underleveraged. Research is Europe’s comfort zone. Execution must become its strength. Video: One of my dynamic 3D Gaussian implementations based on the paper "Representing Long Volumetric Video with Temporal Gaussian Hierarchy."

MrNeRF

159,100 görüntüleme • 7 ay önce

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MAGS-SLAM: Monocular Multi-Agent Gaussian Splatting SLAM for Geometrically and Photometrically Consistent Reconstruction TL;DR: The first RGB-only multi-agent 3D Gaussian Splatting SLAM for collaborative photorealistic scene reconstruction. Contributions: (1) We propose the first monocular RGB-only multi-agent 3D Gaussian Splatting SLAM system. It integrates Gaussian front-ends, compact submap summaries, inter-agent verification, Sim(3) submap pose graph, and occupancy-aware fusion into a unified framework, achieving accurate tracking and photorealistic reconstruction without depth sensors. (2) We propose a Pose-Graph Bundle Adjustment (PGBA)-consistent Sim(3) loop closure mechanism for multi-agent systems, which jointly resolves intra- and inter-agent scale drift through a submap-level Sim(3) pose graph coupling geometric and photometric residuals. Robustness is ensured by a spatial-extent gate that rejects degenerate loops and an adaptive edge invalidation scheme consistent with evolving PGBA corrections. (3) We propose an occupancy-aware fusion framework for coherent multi-agent Gaussian maps. It combines occupancy-grid deduplication, decoupled coordinator, and joint pose-Gaussian photometric refinement to eliminate duplicated Gaussians, residual misalignment, and photometric seams across agents. (4) We introduce ReplicaMultiagent Plus dataset. While existing multi-agent datasets are typically limited to 2-3 agents with short trajectories, our dataset scales to 4 agents with long-horizon trajectories. In addition, we provide ground-truth geometry and semantic annotations, supporting the evaluation of monocular, RGB-D, and semantic multi-agent SLAM for collaborative dense reconstruction.

MrNeRF

19,072 görüntüleme • 22 gün önce

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Driving Gaussians has become nuts!

MrNeRF

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Code dropped:

MrNeRF

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