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LGTM from Apple: 4K feed-forward 3D Gaussian Splatting. instant 4K 3D scenes without massive GPUs.. - predicts a few lightweight 3D shapes, wraps them in ultra-high-res 2D textures. - low Memory usage You take two normal photos of a room. Instantly walk around it in flawless 3D.

46,458 次观看 • 5 个月前 •via X (Twitter)

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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

290,257 次观看 • 10 个月前

In the summer of 2023, I cold emailed Jensen Huang and asked to capture a NeRF of him at SIGGRAPH. He responded in about an hour and said yes. A radiance field is, in the simplest terms, akin to a 3D photograph. A moment in time, so completely reconstructed that you can move through it and see it from angles the original cameras never occupied. NeRFs were the original method. Gaussian splatting, which debuted at that same SIGGRAPH, has since become the dominant form of radiance field. I called my late friend James, who told me we needed to begin practicing immediately. We ran capture after capture for weeks until we consistently got the capture time down to ~30 seconds with one camera. Later, in a hallway at the LA Convention Center during SIGGRAPH, I captured the portrait you're seeing now, a full 360° gaussian splat of Jensen, rendered here as a 2D flythrough. Afterward, I continued the conversation with him and members of his team to make the case for radiance fields as a foundational representation for imaging. To my surprise, they listened. Three years later, NVIDIA has several works, including NuRec, fVDB, 3DGRUT, and gsplat all utilizing radiance fields. The landscape has evolved enough that the reasoning is obvious. Gaussian splatting has begun to ship across some of the world’s largest industries, including autonomous vehicles, AEC, geospatial, media and entertainment, robotics, e-commerce, hospitality. It’s become clear that lifelike 3D is here to stay. And yet I think we will look back and be disappointed by how late we started taking 3D portraits of the people around us, just like how we have sparse 2D photos of our grandparents and great grandparents. We have billions of photographs of the people we know and love, but almost no radiance fields of them. I'll be returning to SIGGRAPH in LA where this was initially captured three years ago, with the landscape looking significantly different. Radiance fields are more under deployed than ever relative to what they can do. I'm excited for the future of imaging, and for 2D to transition into 3D. I have a few things up my sleeve that I think will make that case plainly.

Radiance Fields

18,084 次观看 • 2 个月前

From tying my laces to landing the perfect trick. Created with Gpt Image 2 + Seedance 2.0 on WaveSpeedAI Prompt: Global Character Consistency Reference Character: A teenage boy (16–18 years old) with messy curly black hair, expressive blue eyes, a slim athletic build, wearing an oversized mustard-yellow T-shirt, navy shorts, white crew socks, and white sneakers. Maintain the exact same face, hairstyle, clothing, body proportions, colors, and ultra-realistic Pixar-inspired 3D style consistently across every scene. Scene 1 (0–2s) — Bedroom The teenage boy sits on the edge of his bed in a cozy bedroom during golden sunrise, tying his white sneakers. Warm sunlight streams through the window, posters decorate the walls, cinematic lighting, shallow depth of field, slow push-in camera, ultra-realistic Pixar-inspired 3D animation. Scene 2 (2–4s) — Final Preparation Close-up of the boy tightening his shoelaces with a determined expression. Soft golden morning light, realistic fabric textures, cinematic depth of field, smooth handheld camera movement, ultra-realistic Pixar-inspired 3D animation. Scene 3 (4–6s) — Leaving Home The boy walks out of his suburban home holding a skateboard. Warm golden-hour sunlight, long shadows across the sidewalk, peaceful neighborhood, cinematic low-angle tracking shot, ultra-realistic Pixar-inspired 3D animation. Scene 4 (6–8s) — Walking to the Skate Park The boy confidently walks down the street carrying his skateboard. Sunlight filters through the trees with subtle lens flares, smooth cinematic tracking shot, realistic environment, ultra-realistic Pixar-inspired 3D animation. Scene 5 (8–10s) — Skate Park Ride The teenage boy rides his skateboard through a colorful graffiti-covered skate park. Dynamic follow camera, energetic movement, bright cinematic lighting, realistic motion blur, ultra-realistic Pixar-inspired 3D animation. Scene 6 (10–12s) — Ollie Jump The boy performs a high skateboard ollie over a graffiti ramp. Dramatic low-angle shot, city skyline in the background, realistic physics, cinematic slow motion, ultra-realistic Pixar-inspired 3D animation. Scene 7 (12–14s) — Rooftop Sunset The boy stands on a rooftop overlooking the city skyline at sunset with his back facing the camera. Warm orange and purple sky, gentle wind moving his shirt, cinematic wide shot, emotional atmosphere, ultra-realistic Pixar-inspired 3D animation. Scene 8 (14–15s) — Emotional Close-up Extreme close-up of the boy's face. His glowing blue eyes reflect the sunset while a gentle breeze moves his curly hair. Warm golden light, shallow depth of field, emotional cinematic expression, ultra-realistic Pixar-inspired 3D animation, 8K. Style Ultra-realistic Pixar-inspired 3D animation, cinematic lighting, golden hour, volumetric sunlight, smooth camera movement, shallow depth of field, realistic textures, premium color grading, consistent character identity, 8K.

Calira

21,181 次观看 • 1 个月前