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LongSplat: Robust Unposed 3D Gaussian Splatting for Casual Long Videos Contributions: • An incremental joint optimization approach for simultaneous camera pose and 3DGS reconstruction, reducing local minima and ensuring global consistency. • A robust pose estimation module leveraging learned 3D priors for accurate camera pose estimation. • An adaptive...

35,969 просмотров • 11 месяцев назад •via X (Twitter)

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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 просмотров • 2 месяцев назад

[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.

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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.

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