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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...

15,349 görüntüleme • 9 ay önce •via X (Twitter)

14 Yorum

MrNeRF profil fotoğrafı
MrNeRF9 ay önce

Author thread:

MrNeRF profil fotoğrafı
MrNeRF9 ay önce

Paper: Project: Code:

Lucky Iyinbor profil fotoğrafı
Lucky Iyinbor9 ay önce

The idea to use triangle soup as connectivity signal for Delaunay is very hacky - I like It 😁

ǝɥǝ⅄ profil fotoğrafı
ǝɥǝ⅄9 ay önce

over?

MrNeRF profil fotoğrafı
MrNeRF9 ay önce

We are cooked :)

Jan Held profil fotoğrafı
Jan Held9 ay önce

Thanks for sharing @janusch_patas ! 😁

Adrian profil fotoğrafı
Adrian9 ay önce

The mesh results look like voxel modeling , unclean but it works!

Zwecharki of Immense AGI fundamentalism profil fotoğrafı
Zwecharki of Immense AGI fundamentalism9 ay önce

At this point i don’t care about speed. Just quality. Especially subsurface scattering, reflections, glass distortions and transparency. Blur as well

S K Ʌ N profil fotoğrafı
S K Ʌ N9 ay önce

Cool! But i don't get why you don't crosspost to bluesky, i come here only to check your stuff now lol ;)

MrNeRF profil fotoğrafı
MrNeRF9 ay önce

Too may platforms out there:)

S K Ʌ N profil fotoğrafı
S K Ʌ N9 ay önce

Yeah, but is the worst anyway;(

Luc 💭 🇺🇸 🇺🇦 🇧🇷 💭 profil fotoğrafı
Luc 💭 🇺🇸 🇺🇦 🇧🇷 💭9 ay önce

too bad we can't use it, no license?

Luca | ReplyGrinder.ai 🌊 profil fotoğrafı
Luca | ReplyGrinder.ai 🌊9 ay önce

Nice to see research that directly plugs into existing game pipelines - brings theory to the playfield! Thx

Himanshu Kumar profil fotoğrafı
Himanshu Kumar9 ay önce

Interesting work, MrNeRF! But can it truly replace the polygon soup, I wonder?

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