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GaVS: 3D-Grounded Video Stabilization via Temporally-Consistent Local Reconstruction and Rendering Contributions: • We reformulate video stabilization as a novel 3D grounded scheme of local reconstruction and rendering. This approach is naturally robust to diverse camera motions and scene dynamics, is temporally consistent, and is capable of full frame stabilization....

11,638 次观看 • 1 年前 •via X (Twitter)

8 条评论

MrNeRF 的头像
MrNeRF1 年前

Paper: Project:

dextoro 的头像
dextoro1 年前

Discover, Buy, and Sell Trending Solana Memecoins Gas-Free

MrNeRF 的头像
MrNeRF1 年前

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!

Mars (parody) 的头像
Mars (parody)1 年前

duuuuuuh wow this is so obvious in hindsight, genius

MrNeRF 的头像
MrNeRF1 年前

MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface Reconstruction Contributions: • We introduce the first radiance field pipeline where extracting a surface mesh is integral to the optimization process. This leverages expressive 3D Gaussian Splatting to parameterize and jointly refine both representations. • We propose mesh-based regularization strategies that enhance geometric quality, particularly for thin structures. • Our method achieves state-of-the-art results in mesh quality and compactness across multiple complex 3D scenes, improving upon previous approaches in scalability and visual fidelity. • We design an evaluation protocol, Mesh-Based Novel View Synthesis, to assess full-scene geometry, even in the absence of ground-truth 3D models.

Gabriele Romagnoli 的头像
Gabriele Romagnoli1 年前

Having a camera strapped to your face doesn't mean it can only understand the environment around you. In this interactive demo available online, you can see how the wearer's body pose, height, and hands can be estimated from one egocentric view (a.k.a. first-person perspective captured by a camera worn by the user). This has so many implications if we think about the possibilities unlocked by the wave of smart glasses approaching consumers, and by the use cases that are unlocked that go way beyond asking, "Hey Meta, what am I seeing?" If something like this would be made available to developers what would you build?

Yuxi Xiao 的头像
Yuxi Xiao1 年前

Our demo and code is now live — super user-friendly and easy to try! Built with Gradio for an intuitive 4D reconstruction experience within seconds. 🖥️ Demo: 🧩 Code: 📄 Our paper is coming next week — stay tuned!

Alexandre Morgand 的头像
Alexandre Morgand1 年前

"DreamCube: 3D Panorama Generation via Multi-plane Synchronization" TL;DR: Multi-plane Synchronization to adapt 2D diffusion models; multi-plane panoramic representations (cubemaps); facilitates tasks including RGBD panorama generation and depth estimation, 3D scene generation.

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Blended-NeRF: Zero-Shot Object Generation and Blending in Existing Neural Radiance Fields paper page: Editing a local region or a specific object in a 3D scene represented by a NeRF is challenging, mainly due to the implicit nature of the scene representation. Consistently blending a new realistic object into the scene adds an additional level of difficulty. We present Blended-NeRF, a robust and flexible framework for editing a specific region of interest in an existing NeRF scene, based on text prompts or image patches, along with a 3D ROI box. Our method leverages a pretrained language-image model to steer the synthesis towards a user-provided text prompt or image patch, along with a 3D MLP model initialized on an existing NeRF scene to generate the object and blend it into a specified region in the original scene. We allow local editing by localizing a 3D ROI box in the input scene, and seamlessly blend the content synthesized inside the ROI with the existing scene using a novel volumetric blending technique. To obtain natural looking and view-consistent results, we leverage existing and new geometric priors and 3D augmentations for improving the visual fidelity of the final result. We test our framework both qualitatively and quantitatively on a variety of real 3D scenes and text prompts, demonstrating realistic multi-view consistent results with much flexibility and diversity compared to the baselines. Finally, we show the applicability of our framework for several 3D editing applications, including adding new objects to a scene, removing/replacing/altering existing objects, and texture conversion.

AK

62,768 次观看 • 3 年前

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

19,357 次观看 • 2 个月前

DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior paper page: present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose Bootstrapped Score Distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation.

AK

161,530 次观看 • 2 年前