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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...

236,793 görüntüleme • 2 yıl önce •via X (Twitter)

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Pianaland 🇪🇺 🇺🇦 🇹🇼🇮🇱 profil fotoğrafı
Pianaland 🇪🇺 🇺🇦 🇹🇼🇮🇱2 yıl önce

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 profil fotoğrafı
Infinite-Realities2 yıl önce

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 profil fotoğrafı
Dan Lowe2 yıl önce

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

Furkan Gözükara profil fotoğrafı
Furkan Gözükara2 yıl önce

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 profil fotoğrafı
Infinite-Realities2 yıl önce

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 profil fotoğrafı
Zvezdan Nedeljkovic2 yıl önce

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 profil fotoğrafı
Infinite-Realities2 yıl önce

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 profil fotoğrafı
Giddy Kong: The Gaming Ape2 yıl önce

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

Vlad Erium 🇯🇵 profil fotoğrafı
Vlad Erium 🇯🇵2 yıl önce

Looks cool!

darthgera123 profil fotoğrafı
darthgera1232 yıl önce

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

Infinite-Realities profil fotoğrafı
Infinite-Realities2 yıl önce

These are viewed in real-time baked lighting results.

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We're proud to showcase some recent real-time work with 3D / 4D Gaussian splatting. In January of 2024 we acquired a full 3DGS commercial license with Inria to allow us to offer 4DGS services to clients around the world. We've spent the last 10 months developing our custom 4DGS software pipeline, utilizing our own Nvidia GPU cluster to batch process 100,000's of 4DGS frames rapidly, combined with our state-of-the-art custom built volumetric capture system(s). We can capture anything from complex character interactions for visual effects shots, or dynamic fast fighting scenes, sports, acting, even capturing and storing memories of family and friends for the future! The possibilities are endless. Our focus is always on high-quality and high-fidelity. We don't cut corners and we're continually striving to learn and improve. The below video showcases some 6-dof spatial captures we took of Henry Pearce's family. These scenes are played back in real-time @ 30fps inside a 3rd party engine running in a 120fps virtual environment. This is a culmination of years of hard work and dedication and we are keen to commercialize this technology with you. Please do reach out if you're interested in our capture systems or our 3D/4DGS processing services. HQ YouTube Link: HQ Vimeo Link: #spatialcapture #vr #virtualmemories #inria #3dgs #4dgs #aeonx #ir #ximea Music "Vision" by megiddo music Special thanks to Aras Pranckevičius 🇺🇦🇱🇹

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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 görüntüleme • 2 yıl önce