ๆญฃๅœจๅŠ ่ฝฝ่ง†้ข‘...

่ง†้ข‘ๅŠ ่ฝฝๅคฑ่ดฅ

๐—œ๐—ป๐˜๐—ฟ๐—ผ๐—ฑ๐˜‚๐—ฐ๐—ถ๐—ป๐—ด ๐—จ๐—ฉ๐—š๐—ฆ We introduce ๐—จ๐—ฉ๐—š๐—ฆ, a new 2D representation of 3D Gaussian Splatting (3DGS) that leverages spherical mapping. Website: Paper:

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Nikolaos Sarafianos ็š„ๅคดๅƒ
Nikolaos Sarafianos1 ๅนดๅ‰

- UVGS enables the application of image-based models for 3DGS feature extraction by representing it as multi-channel images. - We demonstrate effective compression of heterogeneous UVGS features and successful generalization of pre-trained 2D VAEs to this new representation.

Nikolaos Sarafianos ็š„ๅคดๅƒ
Nikolaos Sarafianos1 ๅนดๅ‰

- Our new UVGS representation makes it effortless to leverage foundational 2D models, such as diffusion models, to directly generate 3DGS. Work with colleagues at Brown and Meta Reality Labs

David ็š„ๅคดๅƒ
David1 ๅนดๅ‰

really cool!

Ziyu Wan ็š„ๅคดๅƒ
Ziyu Wan1 ๅนดๅ‰

Impressive work!!! ๐Ÿš€ Would love to see how this approach connects with our prior work 'Omage' ( - particularly regarding patch-structured UV mapping!

Nikolaos Sarafianos ็š„ๅคดๅƒ
Nikolaos Sarafianos1 ๅนดๅ‰

I actually presented Omages (along with Geometry Image Diffusion from @DoctorDukeGonzo ) this week at a reading group; I really like this line of work. We'll be updating the arxiv in the next few days so we'll include a discussion related to Omages. See you in Singapore :)

Spenser Dickerson ็š„ๅคดๅƒ
Spenser Dickerson1 ๅนดๅ‰

Very interesting!

Heshim๐Ÿ”ฅ๐Ÿ“› ็š„ๅคดๅƒ
Heshim๐Ÿ”ฅ๐Ÿ“›1 ๅนดๅ‰

Can you train a generative AI on these 2d representations? Just to generate a family of odd 3d shapes and see what happens? For example, gather many 2d representations of carsโ€ฆ train an image model to generate these 2d multi channel imagesโ€ฆ then see what they look like in 3d?

็›ธๅ…ณ่ง†้ข‘

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

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