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Merge pull request #321 from paulmelis/main
Add EVER and 3D Gaussian Splatting with Deferred Reflection papers
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assets/thumbnails/mai2024ever.jpg

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assets/thumbnails/ye20243d.jpg

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awesome_3dgs_papers.yaml

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thumbnail: assets/thumbnails/xie2024supergs.jpg
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publication_date: '2024-10-03T15:18:28+00:00'
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date_source: arxiv
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- id: mai2024ever
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title: 'EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis'
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authors: Alexander Mai, Peter Hedman, George Kopanas, Dor Verbin, David Futschik,
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Qiangeng Xu, Falko Kuester, Jonathan T. Barron, Yinda Zhang
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year: '2024'
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abstract: 'We present Exact Volumetric Ellipsoid Rendering (EVER), a method for
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real-time differentiable emission-only volume rendering. Unlike recent rasterization
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based approach by 3D Gaussian Splatting (3DGS), our primitive based representation
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allows for exact volume rendering, rather than alpha compositing 3D Gaussian billboards.
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As such, unlike 3DGS our formulation does not suffer from popping artifacts and
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view dependent density, but still achieves frame rates of $\sim\!30$ FPS at 720p
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on an NVIDIA RTX4090. Since our approach is built upon ray tracing it enables
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effects such as defocus blur and camera distortion (e.g. such as from fisheye
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cameras), which are difficult to achieve by rasterization. We show that our method
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is more accurate with fewer blending issues than 3DGS and follow-up work on view-consistent
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rendering, especially on the challenging large-scale scenes from the Zip-NeRF
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dataset where it achieves sharpest results among real-time techniques.
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'
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project_page: https://half-potato.gitlab.io/posts/ever/
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paper: https://arxiv.org/pdf/2410.01804.pdf
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code: https://github.com/half-potato/ever_training
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video: https://youtu.be/dqLi2-v38LE
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tags:
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- Code
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- Project
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- Ray Tracing
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- Rendering
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- Video
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thumbnail: assets/thumbnails/mai2024ever.jpg
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publication_date: '2024-10-02T17:59:09+00:00'
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date_source: arxiv
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- id: cao20243dgsdet
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title: '3DGS-DET: Empower 3D Gaussian Splatting with Boundary Guidance and Box-Focused
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Sampling for 3D Object Detection'
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- SLAM
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thumbnail: assets/thumbnails/peng2024rtgslam.jpg
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publication_date: '2024-04-30T16:54:59+00:00'
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- id: ye20243d
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title: 3D Gaussian Splatting with Deferred Reflection
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authors: Keyang Ye, Qiming Hou, Kun Zhou
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year: '2024'
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abstract: 'The advent of neural and Gaussian-based radiance field methods have achieved
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great success in the field of novel view synthesis. However, specular reflection
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remains non-trivial, as the high frequency radiance field is notoriously difficult
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to fit stably and accurately. We present a deferred shading method to effectively
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render specular reflection with Gaussian splatting. The key challenge comes from
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the environment map reflection model, which requires accurate surface normal while
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simultaneously bottlenecks normal estimation with discontinuous gradients. We
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leverage the per-pixel reflection gradients generated by deferred shading to bridge
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the optimization process of neighboring Gaussians, allowing nearly correct normal
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estimations to gradually propagate and eventually spread over all reflective objects.
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Our method significantly outperforms state-of-the-art techniques and concurrent
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work in synthesizing high-quality specular reflection effects, demonstrating a
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consistent improvement of peak signal-to-noise ratio (PSNR) for both synthetic
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and real-world scenes, while running at a frame rate almost identical to vanilla
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Gaussian splatting.
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'
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project_page: https://gapszju.github.io/3DGS-DR/
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paper: https://arxiv.org/pdf/2404.18454.pdf
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code: https://github.com/gapszju/3DGS-DR
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video: https://youtu.be/3SsQZNXQBs8
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tags:
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- Code
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- Project
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- Video
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thumbnail: assets/thumbnails/ye20243d.jpg
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publication_date: '2024-04-29T06:24:32+00:00'
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date_source: arxiv
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- id: ni2024phyrecon
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title: 'PhyRecon: Physically Plausible Neural Scene Reconstruction'
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authors: Junfeng Ni, Yixin Chen, Bohan Jing, Nan Jiang, Bin Wang, Bo Dai, Puhao

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