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Radiance Fields

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News about radiance fields, including Gaussian Splatting & Neural Radiance Fields (NeRFs). Dell Precision Pro Ambassador | Khronos Group IC

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75 RED cameras shooting at 8K/120fps, capturing an entire live performance in a single take. What happens when you push 4D Gaussian Splatting to its limit?

75 RED cameras shooting at 8K/120fps, capturing an entire live performance in a single take. What happens when you push 4D Gaussian Splatting to its limit?

20,407 görüntüleme

Pretty much every person in LORD FLACKO JODYE II Helicopter video are dynamic gaussian splats.

Pretty much every person in LORD FLACKO JODYE II Helicopter video are dynamic gaussian splats.

63,109 görüntüleme

In the summer of 2023, I cold emailed Jensen Huang and asked to capture a NeRF of him at SIGGRAPH. He responded in about an hour and said yes. A radiance field is, in the simplest terms, akin to a 3D photograph. A moment in time, so completely reconstructed that you can move through it and see it from angles the original cameras never occupied. NeRFs were the original method. Gaussian splatting, which debuted at that same SIGGRAPH, has since become the dominant form of radiance field. I called my late friend James, who told me we needed to begin practicing immediately. We ran capture after capture for weeks until we consistently got the capture time down to ~30 seconds with one camera. Later, in a hallway at the LA Convention Center during SIGGRAPH, I captured the portrait you're seeing now, a full 360° gaussian splat of Jensen, rendered here as a 2D flythrough. Afterward, I continued the conversation with him and members of his team to make the case for radiance fields as a foundational representation for imaging. To my surprise, they listened. Three years later, NVIDIA has several works, including NuRec, fVDB, 3DGRUT, and gsplat all utilizing radiance fields. The landscape has evolved enough that the reasoning is obvious. Gaussian splatting has begun to ship across some of the world’s largest industries, including autonomous vehicles, AEC, geospatial, media and entertainment, robotics, e-commerce, hospitality. It’s become clear that lifelike 3D is here to stay. And yet I think we will look back and be disappointed by how late we started taking 3D portraits of the people around us, just like how we have sparse 2D photos of our grandparents and great grandparents. We have billions of photographs of the people we know and love, but almost no radiance fields of them. I'll be returning to SIGGRAPH in LA where this was initially captured three years ago, with the landscape looking significantly different. Radiance fields are more under deployed than ever relative to what they can do. I'm excited for the future of imaging, and for 2D to transition into 3D. I have a few things up my sleeve that I think will make that case plainly.

In the summer of 2023, I cold emailed Jensen Huang and asked to capture a NeRF of him at SIGGRAPH. He responded in about an hour and said yes. A radiance field is, in the simplest terms, akin to a 3D photograph. A moment in time, so completely reconstructed that you can move through it and see it from angles the original cameras never occupied. NeRFs were the original method. Gaussian splatting, which debuted at that same SIGGRAPH, has since become the dominant form of radiance field. I called my late friend James, who told me we needed to begin practicing immediately. We ran capture after capture for weeks until we consistently got the capture time down to ~30 seconds with one camera. Later, in a hallway at the LA Convention Center during SIGGRAPH, I captured the portrait you're seeing now, a full 360° gaussian splat of Jensen, rendered here as a 2D flythrough. Afterward, I continued the conversation with him and members of his team to make the case for radiance fields as a foundational representation for imaging. To my surprise, they listened. Three years later, NVIDIA has several works, including NuRec, fVDB, 3DGRUT, and gsplat all utilizing radiance fields. The landscape has evolved enough that the reasoning is obvious. Gaussian splatting has begun to ship across some of the world’s largest industries, including autonomous vehicles, AEC, geospatial, media and entertainment, robotics, e-commerce, hospitality. It’s become clear that lifelike 3D is here to stay. And yet I think we will look back and be disappointed by how late we started taking 3D portraits of the people around us, just like how we have sparse 2D photos of our grandparents and great grandparents. We have billions of photographs of the people we know and love, but almost no radiance fields of them. I'll be returning to SIGGRAPH in LA where this was initially captured three years ago, with the landscape looking significantly different. Radiance fields are more under deployed than ever relative to what they can do. I'm excited for the future of imaging, and for 2D to transition into 3D. I have a few things up my sleeve that I think will make that case plainly.

17,663 görüntüleme

Good news for splat workflows: Chaos now supports relighting in V-Ray Update 3.

Good news for splat workflows: Chaos now supports relighting in V-Ray Update 3.

11,487 görüntüleme

Esri just brought gaussian splatting to the web. ArcGIS Maps SDK 5.0 introduces a native GaussianSplatLayer for SceneView. Splats now stream directly into browser-based GIS apps.

Esri just brought gaussian splatting to the web. ArcGIS Maps SDK 5.0 introduces a native GaussianSplatLayer for SceneView. Splats now stream directly into browser-based GIS apps.

12,934 görüntüleme

The first public dynamic Gaussian Splatting implementation in VR is here from San Francisco based Gmix, compatible with WebXR and Apple Vision Pro. 🔗

The first public dynamic Gaussian Splatting implementation in VR is here from San Francisco based Gmix, compatible with WebXR and Apple Vision Pro. 🔗

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splaTV, developed by Kevin Kwok, is a browser-based implementation for experiencing dynamic Gaussian Splatting with Spacetime Gaussians. This newly released application supports both WebGL and WebXR technologies and is available under the MIT License. 🔗

splaTV, developed by Kevin Kwok, is a browser-based implementation for experiencing dynamic Gaussian Splatting with Spacetime Gaussians. This newly released application supports both WebGL and WebXR technologies and is available under the MIT License. 🔗

18,667 görüntüleme

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