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Whilst we figure out a solution for temporal filtering on 3D Gaussian Splatting input frames. We can use a temporal filtering plugin on the screen captures or rendered images to act as a visualization tool to check what the future results might look like. "Processing and rendering a digital...

58,383 views • 3 years ago •via X (Twitter)

9 Comments

thebensimon's profile picture
thebensimon3 years ago

Wow! The face details! Spectacular

3D Scanstore's profile picture
3D Scanstore3 years ago

Clean!

catid (e/acc)'s profile picture
catid (e/acc)3 years ago

Awesome

Mathias Røyrvik's profile picture
Mathias Røyrvik3 years ago

I fucking love what you mad tinkerers do. I can't wait to see what you end up with.

Olli Huttunen's profile picture
Olli Huttunen3 years ago

Just wow! This tech is going so fast right now! Every day major leaps forward. So exciting times!

Infinite-Realities's profile picture
Infinite-Realities3 years ago

Thanks for the positive comment Olli! The Inria team created such an amazing tool to experiment with.

Alex Coulombe's profile picture
Alex Coulombe3 years ago

Hollly cow

arbitrarity's profile picture
arbitrarity2 years ago

I'm gonna take a wild guess and say your capture setup for something like this is rather expensive, or quite large, yes? Never having attempted a capture, I'm mostly curious what the key is to ensuring the capture data is high quality? Is it mostly resolution and quantity based? Any resources are appreciated!

Earl Cameron's profile picture
Earl Cameron3 years ago

Cc @SebAaltonen

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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.

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45,489 views • 2 years ago