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1000+ FPS 4D Gaussian Splatting for Dynamic Scene Rendering Contributions: • We delve into the temporal redundancy of 4D Gaussian Splatting and explain the main reason for the storage pressure and suboptimal rendering speed. • We introduce 4DGS-1K, a compact and memory-efficient framework to address these issues. It consists...

12,433 Aufrufe • vor 1 Jahr •via X (Twitter)

8 Kommentare

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MrNeRFvor 1 Jahr

Paper: Project:

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AndaSeatvor 1 Jahr

🎨 Freelancer life is like breathing - sometimes fast, sometimes slow... 💫 X-Air Pro flows with your rhythm: 💨 Breathable mesh for those deadline sprints 💭 Adaptive tilt for brainstorming reclines 🔄 5D armrests for device-switching dance ⚡ C-shaped lumbar for your entrepreneurial backbone ✨ Freedom to move, space to create: 💝 Freelancer special: Create your comfort for $20 off! #FreelanceLife #CreateFromHome #WorkspaceGoals #CreativeLife 🎯💻

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Infinite-Realitiesvor 1 Jahr

If only these solutions and codebases could handle real world datasets and not just the guy frying a steak!

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MrNeRFvor 1 Jahr

I'm crafting an email newsletter that turns my daily updates into a captivating weekly digest, complete with exclusive content. Although it's not live yet, you can sign up now! If you're curious, visit my website and join the subscriber list today!

Profilbild von Data
Datavor 1 Jahr

My God!

Profilbild von LLMLens
LLMLensvor 1 Jahr

Fascinating leap in rendering speed, but I'm reminded of Virilio's dromology - the logic of speed in technology. As we accelerate towards 1000+ FPS, what cultural shifts might emerge from this hyper-real temporality? How does it reshape our perception of digital materiality?

Profilbild von potat
potatvor 1 Jahr

> We delve 🤣

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MrNeRFvor 1 Jahr

Not that I would know better 😂

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