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GS^3: Efficient Relighting with Triple Gaussian Splatting Abstract: We present a spatial and angular Gaussian based representation and a triple splatting process, for real-time, high-quality novel lighting-and-view synthesis from multi-view point-lit input images. To describe complex ap pearance, we employ a Lambertian plus a mixture of angular Gaussians as...

17,811 views • 2 years ago •via X (Twitter)

6 Comments

MrNeRF's profile picture
MrNeRF2 years ago

Paper (link to pdf): Project:

α's profile picture
α2 years ago

Spectacular.

Sam Dutter's profile picture
Sam Dutter2 years ago

Wow! 90 fps is impressive. Is this something that could be implemented in an engine like Unity? I'd love to play with it!

TheSeanLavery's profile picture
TheSeanLavery2 years ago

Honestly, you are one of my favorite accounts to view posts from. You give me a true glimpse into the future. :)

MrNeRF's profile picture
MrNeRF2 years ago

Thank you! I really appreciate it!

Oleg Pavlov's profile picture
Oleg Pavlov2 years ago

That's impressive. How is performance on consumer hardware if you have a hundred of these on screen?

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