|
1390 | 1390 | thumbnail: assets/thumbnails/weiss2024gaussian.jpg
|
1391 | 1391 | publication_date: '2024-12-17T09:57:04+00:00'
|
1392 | 1392 | date_source: arxiv
|
| 1393 | +- id: wu20243dgut |
| 1394 | + title: '3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting' |
| 1395 | + authors: Qi Wu, Janick Martinez Esturo, Ashkan Mirzaei, Nicolas Moenne-Loccoz, Zan |
| 1396 | + Gojcic |
| 1397 | + year: '2024' |
| 1398 | + abstract: '3D Gaussian Splatting (3DGS) has shown great potential for efficient |
| 1399 | + reconstruction and high-fidelity real-time rendering of complex scenes on consumer |
| 1400 | + hardware. However, due to its rasterization-based formulation, 3DGS is constrained |
| 1401 | + to ideal pinhole cameras and lacks support for secondary lighting effects. Recent |
| 1402 | + methods address these limitations by tracing volumetric particles instead, however, |
| 1403 | + this comes at the cost of significantly slower rendering speeds. In this work, |
| 1404 | + we propose 3D Gaussian Unscented Transform (3DGUT), replacing the EWA splatting |
| 1405 | + formulation in 3DGS with the Unscented Transform that approximates the particles |
| 1406 | + through sigma points, which can be projected exactly under any nonlinear projection |
| 1407 | + function. This modification enables trivial support of distorted cameras with |
| 1408 | + time dependent effects such as rolling shutter, while retaining the efficiency |
| 1409 | + of rasterization. Additionally, we align our rendering formulation with that of |
| 1410 | + tracing-based methods, enabling secondary ray tracing required to represent phenomena |
| 1411 | + such as reflections and refraction within the same 3D representation. |
| 1412 | + |
| 1413 | + ' |
| 1414 | + project_page: https://research.nvidia.com/labs/toronto-ai/3DGUT/ |
| 1415 | + paper: https://arxiv.org/pdf/2412.12507.pdf |
| 1416 | + code: null |
| 1417 | + video: https://research.nvidia.com/labs/toronto-ai/3DGUT/res/3DGUT_ready_compressed.mp4 |
| 1418 | + tags: |
| 1419 | + - Perspective-correct |
| 1420 | + - Project |
| 1421 | + - Video |
| 1422 | + thumbnail: assets/thumbnails/wu20243dgut.jpg |
| 1423 | + publication_date: '2024-12-17T03:21:25+00:00' |
| 1424 | + date_source: arxiv |
1393 | 1425 | - id: murai2024mast3rslam
|
1394 | 1426 | title: 'MASt3R-SLAM: Real-Time Dense SLAM with 3D Reconstruction Priors'
|
1395 | 1427 | authors: Riku Murai, Eric Dexheimer, Andrew J. Davison
|
|
1917 | 1949 | thumbnail: assets/thumbnails/li2024recap.jpg
|
1918 | 1950 | publication_date: '2024-12-10T14:15:32+00:00'
|
1919 | 1951 | date_source: arxiv
|
| 1952 | +- id: lyu2024resgs |
| 1953 | + title: 'ResGS: Residual Densification of 3D Gaussian for Efficient Detail Recovery' |
| 1954 | + authors: Yanzhe Lyu, Kai Cheng, Xin Kang, Xuejin Chen |
| 1955 | + year: '2024' |
| 1956 | + abstract: 'Recently, 3D Gaussian Splatting (3D-GS) has prevailed in novel view synthesis, |
| 1957 | + achieving high fidelity and efficiency. However, it often struggles to capture |
| 1958 | + rich details and complete geometry. Our analysis highlights a key limitation of |
| 1959 | + 3D-GS caused by the fixed threshold in densification, which balances geometry |
| 1960 | + coverage against detail recovery as the threshold varies. To address this, we |
| 1961 | + introduce a novel densification method, residual split, which adds a downscaled |
| 1962 | + Gaussian as a residual. Our approach is capable of adaptively retrieving details |
| 1963 | + and complementing missing geometry while enabling progressive refinement. To further |
| 1964 | + support this method, we propose a pipeline named ResGS. Specifically, we integrate |
| 1965 | + a Gaussian image pyramid for progressive supervision and implement a selection |
| 1966 | + scheme that prioritizes the densification of coarse Gaussians over time. Extensive |
| 1967 | + experiments demonstrate that our method achieves SOTA rendering quality. Consistent |
| 1968 | + performance improvements can be achieved by applying our residual split on various |
| 1969 | + 3D-GS variants, underscoring its versatility and potential for broader application |
| 1970 | + in 3D-GS-based applications. |
| 1971 | + |
| 1972 | + ' |
| 1973 | + project_page: null |
| 1974 | + paper: https://arxiv.org/pdf/2412.07494.pdf |
| 1975 | + code: null |
| 1976 | + video: null |
| 1977 | + tags: |
| 1978 | + - Densification |
| 1979 | + thumbnail: assets/thumbnails/lyu2024resgs.jpg |
| 1980 | + publication_date: '2024-12-10T13:19:27+00:00' |
| 1981 | + date_source: arxiv |
1920 | 1982 | - id: tang2024mvdust3r
|
1921 | 1983 | title: 'MV-DUSt3R+: Single-Stage Scene Reconstruction from Sparse Views In 2 Seconds'
|
1922 | 1984 | authors: Zhenggang Tang, Yuchen Fan, Dilin Wang, Hongyu Xu, Rakesh Ranjan, Alexander
|
|
0 commit comments