Loading video...

Video Failed to Load

Go Home

White Light Reference for Machine Learning. Meet our inhouse tech Doggo "Rolo". "More Doggo than Doggo" Since July we've been redesigning our scanning pipeline to work with the new 3D Gaussian Splatting for Real-Time Radiance Field Rendering method from Inria. IR's AeonX capture system has been designed to capture...

236,811 views • 2 years ago •via X (Twitter)

11 Comments

Pianaland 🇪🇺 🇺🇦 🇹🇼🇮🇱's profile picture
Pianaland 🇪🇺 🇺🇦 🇹🇼🇮🇱2 years ago

Is the fur just geometry? Traditional 3d softwares go arround the theme with a huge variety of solutions. Or this just a reference fo then make a proper 3d model (im imagine that what the cam can’t see there are no data / no model)

Infinite-Realities's profile picture
Infinite-Realities2 years ago

This is more useful for reference as it's an approximation albeit a very good looking one but I bet the folks at Epic could work some interesting magic with it if they had a commercial license to integrate the method into Unreal.

Dan Lowe's profile picture
Dan Lowe2 years ago

That's crazy! Great test subject: The hair detail and shading really shows this approach off.

Furkan Gözükara's profile picture
Furkan Gözükara2 years ago

I read the Readme but confusing So you provided photos of this dog trained model and then viewed with viewer? How is the workflow?

Infinite-Realities's profile picture
Infinite-Realities2 years ago

The images are aligned in either Reality Capture, or Metashape, or Colmap. They are trained with the Guassian Splatting process then viewed in a modified version of Sibr.

Zvezdan Nedeljkovic's profile picture
Zvezdan Nedeljkovic2 years ago

I am currently trying to figure out how to install everything and make my first model. As I figuren you need colmap to feed it to the gaussin splatting? What do you export from Reality Capture? Great results btw :)

Infinite-Realities's profile picture
Infinite-Realities2 years ago

Thanks we don't have a defined pipeline that we can share for the moment but I think others have started to document and share their pipeline. I think more resources will come online soon. We plan to create an install write up at some point.

Giddy Kong: The Gaming Ape's profile picture
Giddy Kong: The Gaming Ape2 years ago

You're showing us that Rolo isn't real... but my brain refuses to listen.

Vlad Erium 🇯🇵's profile picture
Vlad Erium 🇯🇵2 years ago

Looks cool!

darthgera123's profile picture
darthgera1232 years ago

Hi sorry I dont understand but are these renderings with multiple light conditions?

Infinite-Realities's profile picture
Infinite-Realities2 years ago

These are viewed in real-time baked lighting results.

Related Videos

To our Wicked fans, As 2024 is coming to a close, we want to take the time to thank you for joining us on our journey with No Rest for the Wicked. This has been a huge year for all of us at Moon Studios. Launching Wicked in Early Access in April was quite the beginning. We've been listening to your feedback very closely, rapidly rolling out hotfixes, balancing, optimizing and adding quality-of-life improvements to the game. With The Crucible Update we added a whole new rogue-lite mode, setting the stage for more replayability out of the existing Early Access content. Since then we've been hard at work on “The Breach” and our next big Content and Feature updates. We know we’ve been quiet - a lot has been happening for us at Moon Studios during this year, and we will finally be able to share all about it very soon! We will be kicking off 2025 with a new announcement in January and you can also expect better and more frequent communication on our Official Channels throughout the year. Thank you for sticking with us and helping shape No Rest for the Wicked into something truly special. Your passion, feedback and support continue to further fuel our passion since the very first announcement at the The Game Awards. We couldn’t be more proud of our team at Moon Studios and everything we have in store for 2025. Here’s to an even bigger year for No Rest for the Wicked, Moon Studios and all of you! Happy holidays! 🎉🎊🎁 The Moon Studios Team ❤️

No Rest for the Wicked

73,244 views • 1 year ago

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 from textual descriptions, addressing the limitations (e.g., flexibility and efficiency) imposed by mesh or NeRF-based representations. However, a naive application of Gaussian splatting cannot generate high-quality animatable avatars and suffers from learning instability; it also cannot capture fine avatar geometries and often leads to degenerate body parts. To tackle these problems, we first propose a primitive-based 3D Gaussian representation where Gaussians are defined inside pose-driven primitives to facilitate animation. Second, to stabilize and amortize the learning of millions of Gaussians, we propose to use neural implicit fields to predict the Gaussian attributes (e.g., colors). Finally, to capture fine avatar geometries and extract detailed meshes, we propose a novel SDF-based implicit mesh learning approach for 3D Gaussians that regularizes the underlying geometries and extracts highly detailed textured meshes. Our proposed method, GAvatar, enables the large-scale generation of diverse animatable avatars using only text prompts. GAvatar significantly surpasses existing methods in terms of both appearance and geometry quality, and achieves extremely fast rendering (100 fps) at 1K resolution.

AK

140,992 views • 2 years ago