Video yükleniyor...

Video Yüklenemedi

Ana Sayfaya Dön

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...

140,624 görüntüleme • 3 yıl önce •via X (Twitter)

10 Yorum

Jia-Bin Huang profil fotoğrafı
Jia-Bin Huang3 yıl önce

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

Shawn Fumo profil fotoğrafı
Shawn Fumo3 yıl önce

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

GUST profil fotoğrafı
GUST3 yıl önce

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

Yann Masoch profil fotoğrafı
Yann Masoch3 yıl önce

I love it!

Aitherious One. 💫 profil fotoğrafı
Aitherious One. 💫3 yıl önce

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.🤔

Aitherious One. 💫 profil fotoğrafı
Aitherious One. 💫3 yıl önce

💫 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.

Aitherious One. 💫 profil fotoğrafı
Aitherious One. 💫3 yıl önce

It’s really beautiful! 💜🤗💫

Mustafa Basrai profil fotoğrafı
Mustafa Basrai3 yıl önce

@SaveToNotion

kps profil fotoğrafı
kps3 yıl önce

This is brilliant.

balala profil fotoğrafı
balala3 yıl önce

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?

Benzer Videolar

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

11,946 görüntüleme • 4 ay önce

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 görüntüleme • 2 yıl önce

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

[SIGGRAPH 2025] Photoreal Scene Reconstruction from an Egocentric Device Contributions: 1. We address the importance of employing visual-inertial bundle adjustment (VIBA) that accounts for the rolling-shutter behavior of the RGB camera. This provides a continuous camera trajectory to model pixel movement in neural reconstruction. Our experiments demonstrate that using VIBA consistently improves the novel view quality in Gaussian Splatting by +1 dB in PSNR. 2. We introduce a rasterization-based image formulation pipeline that addresses common artifacts in physical image formation, including rolling shutter, lens shading, exposure, and gain compensation. Our approach is distinct in that we represent image poses as posed pixel arrays sampled from a continuous trajectory, rather than assigning a single camera pose per image, and preserve the merit of Gaussian rasterization. Unlike existing methods that require ray-tracing Gaussians, e.g., [Moenne-Loccoz et al. 2024], our formulation is applicable to general-purpose rasterization-based Gaussian splatting. When applied to 3D Gaussian Splatting (3DGS) [Kerbl et al. 2023], our approach can further enhance reconstruction quality by +1 dB. We outperform existing baselines and demonstrate a substantial quality improvement in handling complex scenes observed by egocentric devices. 3. To reduce the effect of blur from rapid head motion in darker indoor scenes, we propose a strategy of deliberately underexposing input videos during capture, inspired by HDR+ [Hasinoff et al. 2016]. We demonstrate that we can reconstruct high-quality, noise-free scene radiance from noisy, dim input videos, and further render sharp, blur-free videos at a higher dynamic range.

MrNeRF

15,244 görüntüleme • 1 yıl önce

CoDeF: Content Deformation Fields for Temporally Consistent Video Processing abs: paper page: present the content deformation field CoDeF as a new type of video representation, which consists of a canonical content field aggregating the static contents in the entire video and a temporal deformation field recording the transformations from the canonical image (i.e., rendered from the canonical content field) to each individual frame along the time axis.Given a target video, these two fields are jointly optimized to reconstruct it through a carefully tailored rendering pipeline.We advisedly introduce some regularizations into the optimization process, urging the canonical content field to inherit semantics (e.g., the object shape) from the video.With such a design, CoDeF naturally supports lifting image algorithms for video processing, in the sense that one can apply an image algorithm to the canonical image and effortlessly propagate the outcomes to the entire video with the aid of the temporal deformation field.We experimentally show that CoDeF is able to lift image-to-image translation to video-to-video translation and lift keypoint detection to keypoint tracking without any training.More importantly, thanks to our lifting strategy that deploys the algorithms on only one image, we achieve superior cross-frame consistency in processed videos compared to existing video-to-video translation approaches, and even manage to track non-rigid objects like water and smog.

AK

153,241 görüntüleme • 2 yıl önce

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.

AK

62,768 görüntüleme • 3 yıl önce