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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...

141,058 Aufrufe • vor 2 Jahren •via X (Twitter)

3 Kommentare

Profilbild von 𝐁𝐋𝐎𝐗𝐗
𝐁𝐋𝐎𝐗𝐗vor 2 Jahren

@aaronmcdnz @dmcd_nz

Profilbild von Vadim Kozlov
Vadim Kozlovvor 2 Jahren

I been looking into Gaussian stuff, it's so next level

Profilbild von synthetic intelligence
synthetic intelligencevor 2 Jahren

Insane quality

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3D scanning and rendering is moving so fast - got my splats up and running and I'm mind blown getting ~100fps for this complex 3D scene ⬇️ 🤯 1. WAY faster than NeRF: For comparison, NeRFs would takes around 10 seconds per frame (!) Instead I'm zipping around with FPV controls without breaking a sweat - though I do crash a few times towards the end of the video lol 2. Old Meets New: Gaussian Splatting is cool in that it fuses classical graphics and deep learning techniques. Like NeRFs, this is still a radiance field - just without the slower (ne)ural rendering part. 3. Explicit Representation: Instead you represent a 3D scene as a collection of ellipsoidal "splats" called gaussians. Each gaussian has a position, size, and color. Rendering in real-time is done by projecting into the image plane and alpha blending. 4. Photorealistic Effects: Gaussian splatting use spherical harmonics to represent the view-dependent effects and lighting - allowing surfaces to change color when viewed from different angles, enabling greater photorealism. It doesn't use a neural network, but the training loop is similar to deep learning. 5. Enables Direct Editing: But it's not just speed - with Gaussian Splatting you also get 3D editing support! So you can select, move, and delete stuff, even relight stuff. This type of editing has been more tedious to do with NeRFs and their implicit black box representations. 📲 More tests cooking! Much more to unpack here including simpler explanations. If you enjoyed this post, you might enjoy my feed: Bilawal Sidhu

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Blended-NeRF: Zero-Shot Object Generation and Blending in Existing Neural Radiance Fields paper page: Editing a local region or a specific object in a 3D scene represented by a NeRF is challenging, mainly due to the implicit nature of the scene representation. Consistently blending a new realistic object into the scene adds an additional level of difficulty. We present Blended-NeRF, a robust and flexible framework for editing a specific region of interest in an existing NeRF scene, based on text prompts or image patches, along with a 3D ROI box. Our method leverages a pretrained language-image model to steer the synthesis towards a user-provided text prompt or image patch, along with a 3D MLP model initialized on an existing NeRF scene to generate the object and blend it into a specified region in the original scene. We allow local editing by localizing a 3D ROI box in the input scene, and seamlessly blend the content synthesized inside the ROI with the existing scene using a novel volumetric blending technique. To obtain natural looking and view-consistent results, we leverage existing and new geometric priors and 3D augmentations for improving the visual fidelity of the final result. We test our framework both qualitatively and quantitatively on a variety of real 3D scenes and text prompts, demonstrating realistic multi-view consistent results with much flexibility and diversity compared to the baselines. Finally, we show the applicability of our framework for several 3D editing applications, including adding new objects to a scene, removing/replacing/altering existing objects, and texture conversion.

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