|
1 |
| -- id: condor2024dsyg |
2 |
| - title: 'Don''t Splat your Gaussians: Volumetric Ray-Traced Primitives for |
3 |
| - Modeling and Rendering Scattering and Emissive Media' |
4 |
| - authors: Jorge Condor, Sebastien Speierer, Lukas Bode, Aljaz Bozic, Simon Green, Piotr Didyk, Adrian Jarabo |
5 |
| - year: '2024' |
6 |
| - abstract: 'Banking on the popularity of rasterized 3D Gaussian Splatting methods, |
7 |
| - we formalize the ray-tracing of volumes composed of kernel mixture models (Gaussian |
8 |
| - or otherwise). Our physically-based, path-traced formulation allows us to render and |
9 |
| - optimize both scattering and emissive volumes, as well as radiance fields, in an |
10 |
| - extremely efficient and compact manner. We also introduce the Epanechnikov kernel |
11 |
| - as an efficient alternative for the Gaussian kernel in radiance field rendering, |
12 |
| - and showcase the advantages of a ray-traced framework, while maintaining real-time |
13 |
| - performance. |
14 |
| - ' |
15 |
| - project_page: https://arcanous98.github.io/projectPages/gaussianVolumes.html |
16 |
| - paper: https://arcanous98.github.io/assets/data/papers/Gaussian_tracing_meta_TOG-compressed.pdf |
17 |
| - code: https://github.com/facebookresearch/volumetric_primitives |
18 |
| - video: null |
19 |
| - tags: |
20 |
| - - Physics |
21 |
| - - Ray Tracing |
22 |
| - - Relight |
23 |
| - - Rendering |
24 |
| - - Project |
25 |
| - - Code |
26 |
| - - 360 degree |
27 |
| - - Antialiasing |
28 |
| - - Perspective-correct |
29 |
| - thumbnail: assets/thumbnails/condor2024dsyg.jpg |
30 |
| - publication_date: '2024-05-24T10:42:05+00:00' |
31 |
| - date_source: arxiv |
32 | 1 | - id: lin2025diffsplat
|
33 | 2 | title: 'DiffSplat: Repurposing Image Diffusion Models for Scalable Gaussian Splat
|
34 | 3 | Generation'
|
|
1706 | 1675 | thumbnail: assets/thumbnails/liu2024maskgaussian.jpg
|
1707 | 1676 | publication_date: '2024-12-29T17:12:16+00:00'
|
1708 | 1677 | date_source: arxiv
|
| 1678 | +- id: zeller2024gsplatloc |
| 1679 | + title: 'GSplatLoc: Ultra-Precise Camera Localization via 3D Gaussian Splatting' |
| 1680 | + authors: Atticus J. Zeller |
| 1681 | + year: '2024' |
| 1682 | + abstract: 'We present GSplatLoc, a camera localization method that leverages the |
| 1683 | + differentiable rendering capabilities of 3D Gaussian splatting for ultra-precise |
| 1684 | + pose estimation. By formulating pose estimation as a gradient-based optimization |
| 1685 | + problem that minimizes discrepancies between rendered depth maps from a pre-existing |
| 1686 | + 3D Gaussian scene and observed depth images, GSplatLoc achieves translational |
| 1687 | + errors within 0.01 cm and near-zero rotational errors on the Replica dataset - |
| 1688 | + significantly outperforming existing methods. Evaluations on the Replica and TUM |
| 1689 | + RGB-D datasets demonstrate the method''s robustness in challenging indoor environments |
| 1690 | + with complex camera motions. GSplatLoc sets a new benchmark for localization in |
| 1691 | + dense mapping, with important implications for applications requiring accurate |
| 1692 | + real-time localization, such as robotics and augmented reality. |
| 1693 | + |
| 1694 | + ' |
| 1695 | + project_page: null |
| 1696 | + paper: https://arxiv.org/pdf/2412.20056.pdf |
| 1697 | + code: https://github.com/AtticusZeller/GsplatLoc |
| 1698 | + video: null |
| 1699 | + tags: |
| 1700 | + - Code |
| 1701 | + - In the Wild |
| 1702 | + - Point Cloud |
| 1703 | + - Poses |
| 1704 | + - Robotics |
| 1705 | + - SLAM |
| 1706 | + thumbnail: assets/thumbnails/zeller2024gsplatloc.jpg |
| 1707 | + publication_date: '2024-12-28T07:14:14+00:00' |
| 1708 | + date_source: arxiv |
1709 | 1709 | - id: xu2024das3r
|
1710 | 1710 | title: 'DAS3R: Dynamics-Aware Gaussian Splatting for Static Scene Reconstruction'
|
1711 | 1711 | authors: Kai Xu, Tze Ho Elden Tse, Jizong Peng, Angela Yao
|
|
6478 | 6478 | - Sparse
|
6479 | 6479 | thumbnail: assets/thumbnails/paul2024spsup2sup360.jpg
|
6480 | 6480 | publication_date: '2024-05-26T11:01:39+00:00'
|
| 6481 | +- id: condor2024dsyg |
| 6482 | + title: 'Don''t Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling |
| 6483 | + and Rendering Scattering and Emissive Media' |
| 6484 | + authors: Jorge Condor, Sebastien Speierer, Lukas Bode, Aljaz Bozic, Simon Green, |
| 6485 | + Piotr Didyk, Adrian Jarabo |
| 6486 | + year: '2024' |
| 6487 | + abstract: 'Banking on the popularity of rasterized 3D Gaussian Splatting methods, |
| 6488 | + we formalize the ray-tracing of volumes composed of kernel mixture models (Gaussian |
| 6489 | + or otherwise). Our physically-based, path-traced formulation allows us to render |
| 6490 | + and optimize both scattering and emissive volumes, as well as radiance fields, |
| 6491 | + in an extremely efficient and compact manner. We also introduce the Epanechnikov |
| 6492 | + kernel as an efficient alternative for the Gaussian kernel in radiance field rendering, |
| 6493 | + and showcase the advantages of a ray-traced framework, while maintaining real-time |
| 6494 | + performance. ' |
| 6495 | + project_page: https://arcanous98.github.io/projectPages/gaussianVolumes.html |
| 6496 | + paper: https://arcanous98.github.io/assets/data/papers/Gaussian_tracing_meta_TOG-compressed.pdf |
| 6497 | + code: https://github.com/facebookresearch/volumetric_primitives |
| 6498 | + video: null |
| 6499 | + tags: |
| 6500 | + - Physics |
| 6501 | + - Ray Tracing |
| 6502 | + - Relight |
| 6503 | + - Rendering |
| 6504 | + - Project |
| 6505 | + - Code |
| 6506 | + - 360 degree |
| 6507 | + - Antialiasing |
| 6508 | + - Perspective-correct |
| 6509 | + thumbnail: assets/thumbnails/condor2024dsyg.jpg |
| 6510 | + publication_date: '2024-05-24T10:42:05+00:00' |
| 6511 | + date_source: arxiv |
6481 | 6512 | - id: chen2024dogs
|
6482 | 6513 | title: 'DOGS: Distributed-Oriented Gaussian Splatting for Large-Scale 3D Reconstruction
|
6483 | 6514 | Via Gaussian Consensus'
|
|
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