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MeshSplatting: Differentiable Rendering with Opaque Meshes Contributions: (i) An end-to-end optimization of mesh-based scene representations retains visual quality while training 2× faster than current state-of-the-art methods. (ii) Rather than a polygon soup, we generate a connected mesh by refining the vertex locations of a restricted Delaunay triangulation. (iii) Triangles...

15,044 görüntüleme • 7 ay önce •via X (Twitter)

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[NeurIPS '24] DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation Abstract (excerpt) We introduce DreamMesh4D, a novel framework that combines mesh representation with sparse-controlled deformation technique to generate high-quality 4D object from a monocular video. To overcome the limitation of classical texture representation, we bind Gaussian splats to the surface of the triangular mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh provided by a single image based 3D generation method. Sparse points are then uniformly sampled across the surface of the mesh, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the bound surface Gaussians are deformed via a geometric skinning algorithm. The skinning algorithm is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the dynamic deformation network are learned via reference view photometric loss, score distillation loss as well as other regularization losses in a two-stage manner. Extensive experiments demonstrate that our method outperforms prior video-to-4D generation methods in terms of rendering quality and spatial-temporal consistency.

MrNeRF

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Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives paper page: Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations.

AK

38,571 görüntüleme • 3 yıl önce

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

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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

The #GTA 3 port to the Sega #Dreamcast has been progressing at an incredible pace. It's been amazing to see the whole DC community come together to tag-team this "impossible" project... Here it is running on a stock DC, no longer requiring the 32MB RAM hardware modification, only a few weeks into development. Since I finally got the time to sit down, build the codebase, and look into some of what I think is the critical path for performance, let's talk about some technical shit, and some of the future steps I think can be taken to further improve performance. First of all, I want everyone to take note that this is NOT a port of the PS2 version. This is a port of the PC version, which has extra content, increased draw distance, improved textures, and other things that have actually increased the challenge here... Whether the DC version will ultimately have these additions or not will remain to be seen, but we're running into plenty of shit that the PS2 didn't have to worry about (like these big-ass PC replay saves won't fit onto a Visual Memory Unit!) Secondly, lets talk about what is and isn't currently optimized, because it's absolutely vital that the DC's hardware is fully utilized here for the sake of performance and achieving a competitive polygon count. Unlike with modern devices, where the whole graphics pipeline is handled by the GPU, both the PS2 and Dreamcast were responsible for transforming and doing lighting calculations for each vertex BEFORE they got submitted to the GPU. The PS2 had a vector coprocessor to do this, while the Dreamcast had a few extremely important SIMD and fast math assembly instructions on its CPU to do these computations. Up until literally just a few hours ago (not shown in this footage), the Dreamcast's SH4 was doing 100% of these operations in slow-ass plain C and C++ code, which is absolutely sub-optimal and is immediately bogging down its CPU with just transforming vertices, bottlenecking the entire graphics pipeline on the fist T&L stage, and also leaving less CPU time for handling other gameplay logic... this is going to absolutely have to be addressed (and already has begun to be). Another issue that is crippling performance here is the fact that the models are all using individual triangles rather than triangle strips, which the Dreamcast's PVR GPU was designed to handle better... Converting these models to use strips rather than individual triangles will result in MANY different gainz for the DC, as you're going from 3N to N+2 vertices per triangle. Converting the models to triangle strips will 1) reduce load times, since model assets will be smaller 2) reduce the amount of video memory required to hold these vertices on the GPU 3) reduce the amount of shit that must be transferred from the CPU to the GPU and 4) give us back a bunch of CPU time, since the SH4 will be less bogged down transforming redundant vertices! TL;DR: This is still EXTREMELY suboptimal in terms of fully utilizing the graphical potential of the Dreamcast. There is going to be a LOT that can be done still to both improve performance and polygon counts, so stay tuned! FINALLY: Mad respect and love to Stefanos Kornilios Mitsis Poiitidis, for doing an amazing job leading this project, and to Frogbull , Esppiral, and everyone else who is helping us stick it to the PS2 by making this happen! #gamedev #retrogaming #cplusplus

Falco Girgis

88,356 görüntüleme • 1 yıl önce

YOKO ONO: ONOCHORD, VENICE, 2004 Yoko: The world is divided in two industries. One is the War Industry and the other is the Peace Industry. The people in the War Industry are totally together. They don't have to talk to each other, even. They know exactly what they want to do. They want to go out there, kill and make money. But the people in the Peace Industry, which are us - we are so idealistic that each one of us criticises the other Peace Person in the Peace Industry. And we are always just arguing and we are wasting our energies doing that. So let's just forgive each other and see that we are in the Peace Industry and that's all that counts. Even if you are not marching for peace, just be yourself, being a florist, being a merchant, being a talior, anything. That way you're contributing to the Peace Industry. People are just concentrating on fear, confusion and anger. And therefore just for a moment, I'd like us to think about Love. In a very magical, straight way, John and I met in London and from then on we stood for Peace and Love. And when I do this kind of event. Well it is... I was inspired to do it, but I still think that I'm still with John in spirit. John and I created the country called Nutopia. Not Utopia, because there was Utopia as a concept already. And we wanted to create a new concept, so we just added N on it - Nutopia - and as a country. Well, that is the concept of a country. And we all are citizens of that country. And in my apartment in the Dakota Building, we put a little plaque on the back door, the kitchen door. It says 'Nutopian Embassy' and even now we have that. (laughs). Nutopia exists in our minds. And because of that, some people want to rebel against it. The reason some want to rebel against it is a good proof that it exists. I think that it was a terrible thing that happened in Chechnya. But we have to still keep our hopes up. And instead of giving up, we have to keep on sending the message of Love to each other. You say that I am the Ambassador of Peace. We are all Ambassadors of Peace. You are too. Everybody in this room are Ambassadors of Peace. Just the fact that we are not participating in War. The fact that we are here, and we are what we are, means that we are in the Peace Industry. All of us. John and I used to say that our apartment in the Dakota is a conceptual monastry, just for the two of us. And when we go out of the Dakota, we get so many people communicating with us, so it's very important that we had silence and quietness. And my apartment is a very small space compared to the world. And I need that for my peace of mind. You should be kind to each other. You should come together, hug each other, love each other, express our love to each other and we should make it work. We should finally create a world that is a totally an Earth for Us. So let's do it. Yoko Ono, OpenAsia Press Conference, whilst exhibiting Onochord, 2004 by Yoko Ono (Nutopia) at the Venice Biennale: OpenAsia 2004, Lido Di Venezia, Venice, Italy, 9 September 2004.

Yoko Ono

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New Course: Post-training of LLMs Learn to post-train and customize an LLM in this short course, taught by Banghua Zhu, Assistant Professor at the University of Washington University of Washington, and co-founder of @NexusflowX. Training an LLM to follow instructions or answer questions has two key stages: pre-training and post-training. In pre-training, it learns to predict the next word or token from large amounts of unlabeled text. In post-training, it learns useful behaviors such as following instructions, tool use, and reasoning. Post-training transforms a general-purpose token predictor—trained on trillions of unlabeled text tokens—into an assistant that follows instructions and performs specific tasks. Because it is much cheaper than pre-training, it is practical for many more teams to incorporate post-training methods into their workflows than pre-training. In this course, you’ll learn three common post-training methods—Supervised Fine-Tuning (SFT), Direct Preference Optimization (DPO), and Online Reinforcement Learning (RL)—and how to use each one effectively. With SFT, you train the model on pairs of input and ideal output responses. With DPO, you provide both a preferred (chosen) and a less preferred (rejected) response and train the model to favor the preferred output. With RL, the model generates an output, receives a reward score based on human or automated feedback, and updates the model to improve performance. You’ll learn the basic concepts, common use cases, and principles for curating high-quality data for effective training. Through hands-on labs, you’ll download a pre-trained model from Hugging Face and post-train it using SFT, DPO, and RL to see how each technique shapes model behavior. In detail, you’ll: - Understand what post-training is, when to use it, and how it differs from pre-training. - Build an SFT pipeline to turn a base model into an instruct model. - Explore how DPO reshapes behavior by minimizing contrastive loss—penalizing poor responses and reinforcing preferred ones. - Implement a DPO pipeline to change the identity of a chat assistant. - Learn online RL methods such as Proximal Policy Optimization (PPO) and Group Relative Policy Optimization (GRPO), and how to design reward functions. - Train a model with GRPO to improve its math capabilities using a verifiable reward. Post-training is one of the most rapidly developing areas of LLM training. Whether you’re building a high-accuracy context-specific assistant, fine-tuning a model's tone, or improving task-specific accuracy, this course will give you experience with the most important techniques shaping how LLMs are post-trained today. Please sign up here:

Andrew Ng

125,146 görüntüleme • 1 yıl önce