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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... show more
15,349 görüntüleme • 9 ay önce •via X (Twitter)
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The idea to use triangle soup as connectivity signal for Delaunay is very hacky - I like It 😁

over?

We are cooked :)

Thanks for sharing @janusch_patas ! 😁

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

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

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

Too may platforms out there:)

Yeah, but is the worst anyway;(

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

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

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