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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...

58,401 次观看 • 3 年前 •via X (Twitter)

9 条评论

thebensimon 的头像
thebensimon3 年前

Wow! The face details! Spectacular

3D Scanstore 的头像
3D Scanstore3 年前

Clean!

catid (e/acc) 的头像
catid (e/acc)3 年前

Awesome

Mathias Røyrvik 的头像
Mathias Røyrvik3 年前

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

Olli Huttunen 的头像
Olli Huttunen3 年前

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

Infinite-Realities 的头像
Infinite-Realities3 年前

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

Alex Coulombe 的头像
Alex Coulombe3 年前

Hollly cow

arbitrarity 的头像
arbitrarity3 年前

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 的头像
Earl Cameron3 年前

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.

AK

45,489 次观看 • 2 年前