正在加载视频...

视频加载失败

GSTAR: Gaussian Surface Tracking and Reconstruction Contributions: • A new framework for tracking and reconstructing dynamic scenes, combining 3D Gaussians and meshes to effectively manage changes in topology. • A method for Gaussian unbinding and surface re-meshing, allowing for the generation of new surfaces as topologies evolve. • A...

22,698 次观看 • 1 年前 •via X (Twitter)

0 条评论

暂无评论

原始帖子的评论将显示在这里

相关视频

Two weeks ago I fixed one of my teeth with algorithms I wrote a couple of years ago! I got hooked by 3D scanning when I started to work for a software shop in Zurich that was programming 3D computational geometry algorithms for denture scanning to produce crowns (and more). Back then, a typical reconstruction pipeline was like: scan the patient’s teeth using an intraoral scanner, reconstruct the surface mesh, design the restoration digitally, and finally mill the crown out of ceramic. We were working mostly with point clouds and meshes, but it wasn’t just math, it was craftsmanship translated into a digital process. Every micron mattered. You could literally see how a good algorithm meant a better fit in someone’s mouth. Gaussian Splatting isn’t about surface reconstruction, it’s about appearance reconstruction. It doesn’t care about explicit topology, it captures how light interacts with the scene. In a sense, it’s the opposite philosophy of the dental world: instead of modeling what the object is, it models how the object looks. 3D Gaussian Splatting enables applications like training self driving cars, teaching robots to understand their environment, creating virtual worlds, or monitoring real sites. It represents scenes as millions of small Gaussians rendered in real time without the need for meshes or textures. Coming from a world where precision geometry was everything, this shift felt natural. It’s still about reconstruction, but with a different goal: not manufacturing a perfect object, but reproducing how the world actually looks. Two weeks ago I got my first dental crown, made with the same software, reconstruction algorithms, and Swiss precision I once helped develop. I haven’t worked there in two years, but sitting in that chair and seeing the process from the other side was a proud moment. It reminded me why I love this field.

MrNeRF

290,319 次观看 • 11 个月前

Mesh simplification is one of the many new features in the latest LiquiGen 1.1 release, which includes a complete surface post-processing pipeline with dozens of tunable parameters: - Mesh Simplification: reduces the triangle count of the generated mesh while preserving its overall shape - Smooth SDF: averages the surface to remove bumps and noise, with reshaping, depth limiting, and velocity/vorticity/density masks - Curvature Flow (MCF): geometry-aware smoothing that targets noise while preserving flat areas, thin sheets, and fine strands, with much better volume preservation than plain smoothing - Reshape: dilate/erode and open/close operations to grow/shrink the surface and fill or remove small features - Smooth Mesh: vertex smoothing with two algorithms — Bilateral (preserves sharp edges like wave crests and splashes) and Weighted Laplacian (aggressively flattens bulk surfaces while particle density protects droplets) - Snap to Colliders: pulls mesh vertices onto nearby collider surfaces so liquid sits flush against solids (e.g. water against the inside of a glass), with configurable distance, iterations, and margin - Clipping: remove solid faces at liquid/collider boundaries, and clip the mesh against connected primitives or imported meshes via a new 'Clipping geometry' input - Adaptive particle radius and a minimum-neighbors filter to mesh generation, helping fill holes, stabilize isolated particles temporally, and cull stray floating droplets

Jason Key

28,642 次观看 • 1 个月前