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Progressively Optimized Local Radiance Fields for Robust View Synthesis paper page: present an algorithm for reconstructing the radiance field of a large-scale scene from a single casually captured video. The task poses two core challenges. First, most existing radiance field reconstruction approaches rely on accurate pre-estimated camera poses from...

140,616 просмотров • 3 лет назад •via X (Twitter)

Комментарии: 10

Фото профиля Jia-Bin Huang
Jia-Bin Huang3 лет назад

Code available (MIT license 🔥): High-res explainer video here:

Фото профиля Shawn Fumo
Shawn Fumo3 лет назад

FYI, this page has more videos and links (including to code):

Фото профиля GUST
GUST3 лет назад

Is there any kind of test open to the public foreseen?

Фото профиля Yann Masoch
Yann Masoch3 лет назад

I love it!

Фото профиля Aitherious One. 💫
Aitherious One. 💫3 лет назад

Would it be possible to have us moving in & out of the tree line & go forward/ backward up & down like a dragonfly? I would prefer it didn’t feel like a video game always going into a place that I didn’t want to go. Maybe I want to slow down. & look over there at some thing.🤔

Фото профиля Aitherious One. 💫
Aitherious One. 💫3 лет назад

💫 You made me feel like I was a dragonfly flying through the wilderness! Going through the corridors & stairway is most unique. & if on campus you won’t have to ask for directions if you can pre-view,..🤔 Immersive is the word I will think of when viewing AI.

Фото профиля Aitherious One. 💫
Aitherious One. 💫3 лет назад

It’s really beautiful! 💜🤗💫

Фото профиля Mustafa Basrai
Mustafa Basrai3 лет назад

@SaveToNotion

Фото профиля kps
kps3 лет назад

This is brilliant.

Фото профиля balala
balala3 лет назад

Looks like you can get a more steady rendered video form the original video with much jitter. But what are the differences between the result video with a original video with high fps and smoothing moving?

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We are excited to share our work “Event-Aided Sharp Radiance Field Reconstruction for Fast-Flying Drones” published in IEEE Transactions on Robotics IEEE Transactions on Robotics (T-RO), which tackles sharp radiance field reconstruction under agile drone motion, where RGB frames are heavily motion-blurred and pose priors become unreliable! 4 years in the making! Code & dataset released! PDF: Code & Dataset: Full Narrated Video: High-speed flight is essential for time- and battery-constrained missions (e.g., inspection, exploration, search & rescue). However, fast motion corrupts visual data with severe motion blur and introduces drift/noise in visual-inertial odometry, making NeRF-based 3D reconstruction particularly brittle. We propose a unified framework that leverages asynchronous #EventCamera streams together with motion-blurred frames to reconstruct high-fidelity radiance fields from agile drone flights. Our key idea is to embed event-image fusion directly into radiance field optimization while jointly refining a shared, continuous-time camera trajectory initialized from event-based VIO. This enables us to recover sharp radiance fields and accurate trajectories without ground-truth supervision during training. We validate our method on synthetic data and on real sequences captured by a drone flying up to 2 m/s. Despite severe blur and noisy pose priors, our method preserves fine scene details and achieves a performance gain of over 50% on real-world data compared to state-of-the-art methods. Kudos to Rong Zou and Marco Cannici! Marco Cannici Reference: Rong Zou*, Marco Cannici*, Davide Scaramuzza Event-Aided Sharp Radiance Field Reconstruction for Fast-Flying Drones IEEE Transactions on Robotics (T-RO), 2026 NCCR Robotics European Research Council (ERC) AUTOASSESS UZH IfI University of Zurich UZH Science Prophesee SynSense UZH Space Hub

Davide Scaramuzza

10,839 просмотров • 3 месяцев назад

VideoRF: Rendering Dynamic Radiance Fields as 2D Feature Video Streams paper page: Neural Radiance Fields (NeRFs) excel in photorealistically rendering static scenes. However, rendering dynamic, long-duration radiance fields on ubiquitous devices remains challenging, due to data storage and computational constraints. In this paper, we introduce VideoRF, the first approach to enable real-time streaming and rendering of dynamic radiance fields on mobile platforms. At the core is a serialized 2D feature image stream representing the 4D radiance field all in one. We introduce a tailored training scheme directly applied to this 2D domain to impose the temporal and spatial redundancy of the feature image stream. By leveraging the redundancy, we show that the feature image stream can be efficiently compressed by 2D video codecs, which allows us to exploit video hardware accelerators to achieve real-time decoding. On the other hand, based on the feature image stream, we propose a novel rendering pipeline for VideoRF, which has specialized space mappings to query radiance properties efficiently. Paired with a deferred shading model, VideoRF has the capability of real-time rendering on mobile devices thanks to its efficiency. We have developed a real-time interactive player that enables online streaming and rendering of dynamic scenes, offering a seamless and immersive free-viewpoint experience across a range of devices, from desktops to mobile phones.

AK

38,686 просмотров • 2 лет назад

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

45,457 просмотров • 2 лет назад