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Introducing Texel Splatting: Perspective-Stable 3D Pixel Art open source paper+code Most 3D pixel art techniques (e.g. t3ssel8r, ProPixelizer) snap pixels to a screen grid, which only works with an orthographic camera Texel splatting solves this for perspective cameras: first,

111,895 görüntüleme • 4 ay önce •via X (Twitter)

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Nvidia announces GAvatar: Animatable 3D Gaussian Avatars with Implicit Mesh Learning paper page: Gaussian splatting has emerged as a powerful 3D representation that harnesses the advantages of both explicit (mesh) and implicit (NeRF) 3D representations. In this paper, we seek to leverage Gaussian splatting to generate realistic animatable avatars from textual descriptions, addressing the limitations (e.g., flexibility and efficiency) imposed by mesh or NeRF-based representations. However, a naive application of Gaussian splatting cannot generate high-quality animatable avatars and suffers from learning instability; it also cannot capture fine avatar geometries and often leads to degenerate body parts. To tackle these problems, we first propose a primitive-based 3D Gaussian representation where Gaussians are defined inside pose-driven primitives to facilitate animation. Second, to stabilize and amortize the learning of millions of Gaussians, we propose to use neural implicit fields to predict the Gaussian attributes (e.g., colors). Finally, to capture fine avatar geometries and extract detailed meshes, we propose a novel SDF-based implicit mesh learning approach for 3D Gaussians that regularizes the underlying geometries and extracts highly detailed textured meshes. Our proposed method, GAvatar, enables the large-scale generation of diverse animatable avatars using only text prompts. GAvatar significantly surpasses existing methods in terms of both appearance and geometry quality, and achieves extremely fast rendering (100 fps) at 1K resolution.

AK

140,992 görüntüleme • 2 yıl önce

Check out our #PAMI paper with code "Dense Continuous-Time Optical Flow from Event Cameras," where we show how to regress *continuous-time* trajectories of every pixel from event cameras alone or events plus frames! The key idea is to iteratively estimate per-pixel polynomials using a recurrent lookup and update scheme. Paper: Code: DOI: We present a method for estimating dense continuous-time optical flow from event data. Traditional dense optical flow methods compute the pixel displacement between two images. Due to missing information, these approaches cannot recover the pixel trajectories in the blind time between two images. We show that it is possible to compute per-pixel, continuous-time optical flow using events from an event camera. Events provide temporally fine-grained information about movement in pixel space due to their asynchronous nature and microsecond response time. We leverage these benefits to predict pixel trajectories densely in continuous time via parameterized Bézier curves. To achieve this, we build a neural network with strong inductive biases for this task: First, we build multiple sequential correlation volumes in time using event data. Second, we use Bézier curves to index these correlation volumes at multiple timestamps along the trajectory. Third, we use the retrieved correlation to update the Bézier curve representations iteratively. Our method can optionally include image pairs to boost performance further. To train and evaluate our model, we introduce a synthetic dataset (MultiFlow) that features moving objects and ground truth trajectories for every pixel. Our quantitative experiments suggest that our method successfully predicts pixel trajectories in continuous time and is competitive in the traditional two-view pixel displacement metric on MultiFlow and DSEC-Flow. Open source code and datasets are released to the public. Kudos to Mathias Gehrig Manasi Muglikar

Davide Scaramuzza

12,637 görüntüleme • 2 yıl önce

A GUY AT GOOGLE DEEPMIND MADE AN ISOMETRIC PIXEL-ART MAP OF NEW YORK CITY AND PUT IT ON THE OPEN WEB FOR FREE it's called you open the tab and the city is just sitting there in classic SimCity 2000 isometric pixel art. you scroll. and it keeps going. and going. i zoomed in on midtown and i could read the H&M signage in times square. in red. as actual pixel-art letters on the side of a building. i could see the crystalline spire of the Bank of America Tower poking out of a clump of skyscrapers. individual rooftop HVAC units. tiny green roof gardens. the little driveway loops in front of the hotels. he estimates the map needs roughly 40,000 tiles. nothing is a placeholder. the guy who made it is Andy Coenen, a senior staff engineer at Google DeepMind. he is not a pixel artist. by his own admission he is "a former electronic musician." what he actually did is kind of insane: > pulled NYC's geometry from the Google Maps 3D tiles API > fine-tuned an open-source image model (Qwen-Image-Edit) on ~40 hand-paired examples of "satellite tile → pixel art tile" > spun up 50 parallel instances on rented GPUs and generated tens of thousands of tiles in a few hours > the fine-tune cost him 12 bucks his own stated mission for the project, verbatim, is one sentence: "what's possible now that was impossible before?" apparently the answer is "one engineer can pixel-art most of a metropolis for the price of a sandwich." and the wildest part to me is he didn't sell it. no signup. no paywall. no NFT. you open the URL and the city is yours to wander. the post landed at 1,325 points on Hacker News and topped bestofshowhn's 2026 list. we live in a timeline where a senior engineer at one of the largest AI labs on earth spent his nights pixel-arting Manhattan for fun and then gave it away. the internet is healing.

Nav Toor

438,963 görüntüleme • 1 ay önce

3D-LLM: Injecting the 3D World into Large Language Models paper page: Large language models (LLMs) and Vision-Language Models (VLMs) have been proven to excel at multiple tasks, such as commonsense reasoning. Powerful as these models can be, they are not grounded in the 3D physical world, which involves richer concepts such as spatial relationships, affordances, physics, layout, and so on. In this work, we propose to inject the 3D world into large language models and introduce a whole new family of 3D-LLMs. Specifically, 3D-LLMs can take 3D point clouds and their features as input and perform a diverse set of 3D-related tasks, including captioning, dense captioning, 3D question answering, task decomposition, 3D grounding, 3D-assisted dialog, navigation, and so on. Using three types of prompting mechanisms that we design, we are able to collect over 300k 3D-language data covering these tasks. To efficiently train 3D-LLMs, we first utilize a 3D feature extractor that obtains 3D features from rendered multi- view images. Then, we use 2D VLMs as our backbones to train our 3D-LLMs. By introducing a 3D localization mechanism, 3D-LLMs can better capture 3D spatial information. Experiments on ScanQA show that our model outperforms state-of-the-art baselines by a large margin (e.g., the BLEU-1 score surpasses state-of-the-art score by 9%). Furthermore, experiments on our held-in datasets for 3D captioning, task composition, and 3D-assisted dialogue show that our model outperforms 2D VLMs. Qualitative examples also show that our model could perform more tasks beyond the scope of existing LLMs and VLMs.

AK

249,708 görüntüleme • 3 yıl önce

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 görüntüleme • 2 yıl önce

🚨 SIGGRAPH Asia 2025 Paper Alert 🚨 ➡️Paper Title: WorldExplorer: Towards Generating Fully Navigable 3D Scenes 🌟Few pointers from the paper 🎯Generating 3D worlds from text is a highly anticipated goal in computer vision. Existing works are limited by the degree of exploration they allow inside of a scene, i.e., produce stretched-out and noisy artifacts when moving beyond central or panoramic perspectives. 🎯 To this end, authors of this paper proposed “WorldExplorer”, a novel method based on autoregressive video trajectory generation, which builds fully navigable 3D scenes with consistent visual quality across a wide range of viewpoints. 🎯They initialize their scenes by creating multi-view consistent images corresponding to a 360 degree panorama. 🎯Then, they expanded it by leveraging video diffusion models in an iterative scene generation pipeline. 🎯Concretely, they generated multiple videos along short, pre-defined trajectories, that explore the scene in depth, including motion around objects. 🎯Their novel scene memory conditions each video on the most relevant prior views, while a collision-detection mechanism prevents degenerate results, like moving into objects. 🎯Finally,they fuse all generated views into a unified 3D representation via 3D Gaussian Splatting optimization. 🎯Compared to prior approaches, WorldExplorer produces high-quality scenes that remain stable under large camera motion, enabling for the first time realistic and unrestricted exploration. 🎯They believe this marks a significant step toward generating immersive and truly explorable virtual 3D environments. 🏢Organization: TU München 🧙Paper Authors: Manuel-Andreas Schneider, Lukas Höllein , Matthias Niessner 📝 Read the Full Paper here: 🗂️ Project Page: 🧑‍💻 Code: 🎥 Be sure to watch the attached Technical Summary Video - Sound on 🔊🔊 Find this Valuable 💎 ? ♻️QT and teach your network something new Follow me 👣, naveen manwani , for the latest updates on Tech and AI-related news, insightful research papers, and exciting announcements. #SIGGRAPHAsia2025

naveen manwani

10,578 görüntüleme • 10 ay önce

FAU Erlangen-Nürnberg presents TRIPS Trilinear Point Splatting for Real-Time Radiance Field Rendering paper page: Point-based radiance field rendering has demonstrated impressive results for novel view synthesis, offering a compelling blend of rendering quality and computational efficiency. However, also latest approaches in this domain are not without their shortcomings. 3D Gaussian Splatting [Kerbl and Kopanas et al. 2023] struggles when tasked with rendering highly detailed scenes, due to blurring and cloudy artifacts. On the other hand, ADOP [R\"uckert et al. 2022] can accommodate crisper images, but the neural reconstruction network decreases performance, it grapples with temporal instability and it is unable to effectively address large gaps in the point cloud. In this paper, we present TRIPS (Trilinear Point Splatting), an approach that combines ideas from both Gaussian Splatting and ADOP. The fundamental concept behind our novel technique involves rasterizing points into a screen-space image pyramid, with the selection of the pyramid layer determined by the projected point size. This approach allows rendering arbitrarily large points using a single trilinear write. A lightweight neural network is then used to reconstruct a hole-free image including detail beyond splat resolution. Importantly, our render pipeline is entirely differentiable, allowing for automatic optimization of both point sizes and positions. Our evaluation demonstrate that TRIPS surpasses existing state-of-the-art methods in terms of rendering quality while maintaining a real-time frame rate of 60 frames per second on readily available hardware. This performance extends to challenging scenarios, such as scenes featuring intricate geometry, expansive landscapes, and auto-exposed footage.

AK

45,459 görüntüleme • 2 yıl önce

[SIGGRAPH 2025] Photoreal Scene Reconstruction from an Egocentric Device Contributions: 1. We address the importance of employing visual-inertial bundle adjustment (VIBA) that accounts for the rolling-shutter behavior of the RGB camera. This provides a continuous camera trajectory to model pixel movement in neural reconstruction. Our experiments demonstrate that using VIBA consistently improves the novel view quality in Gaussian Splatting by +1 dB in PSNR. 2. We introduce a rasterization-based image formulation pipeline that addresses common artifacts in physical image formation, including rolling shutter, lens shading, exposure, and gain compensation. Our approach is distinct in that we represent image poses as posed pixel arrays sampled from a continuous trajectory, rather than assigning a single camera pose per image, and preserve the merit of Gaussian rasterization. Unlike existing methods that require ray-tracing Gaussians, e.g., [Moenne-Loccoz et al. 2024], our formulation is applicable to general-purpose rasterization-based Gaussian splatting. When applied to 3D Gaussian Splatting (3DGS) [Kerbl et al. 2023], our approach can further enhance reconstruction quality by +1 dB. We outperform existing baselines and demonstrate a substantial quality improvement in handling complex scenes observed by egocentric devices. 3. To reduce the effect of blur from rapid head motion in darker indoor scenes, we propose a strategy of deliberately underexposing input videos during capture, inspired by HDR+ [Hasinoff et al. 2016]. We demonstrate that we can reconstruct high-quality, noise-free scene radiance from noisy, dim input videos, and further render sharp, blur-free videos at a higher dynamic range.

MrNeRF

15,244 görüntüleme • 1 yıl önce

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 görüntüleme • 2 ay önce