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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 views • 1 year ago •via X (Twitter)

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MrNeRF's profile picture
MrNeRF1 year ago

Paper: Project:

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AndaSeat1 year ago

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Infinite-Realities1 year ago

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

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MrNeRF1 year ago

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!

Data's profile picture
Data1 year ago

My God!

LLMLens's profile picture
LLMLens1 year ago

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?

potat's profile picture
potat1 year ago

> We delve 🤣

MrNeRF's profile picture
MrNeRF1 year ago

Not that I would know better 😂

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