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pro vyhledávání: '"Ling, Jingwang"'
2D Gaussian Splatting has recently emerged as a significant method in 3D reconstruction, enabling novel view synthesis and geometry reconstruction simultaneously. While the well-known Gaussian kernel is broadly used, its lack of anisotropy and deform
Externí odkaz:
http://arxiv.org/abs/2408.16982
We present PRTGaussian, a realtime relightable novel-view synthesis method made possible by combining 3D Gaussians and Precomputed Radiance Transfer (PRT). By fitting relightable Gaussians to multi-view OLAT data, our method enables real-time, free-v
Externí odkaz:
http://arxiv.org/abs/2408.05631
Physics-based inverse rendering enables joint optimization of shape, material, and lighting based on captured 2D images. To ensure accurate reconstruction, using a light model that closely resembles the captured environment is essential. Although the
Externí odkaz:
http://arxiv.org/abs/2402.04829
Readily editable mesh blendshapes have been widely used in animation pipelines, while recent advancements in neural geometry and appearance representations have enabled high-quality inverse rendering. Building upon these observations, we introduce a
Externí odkaz:
http://arxiv.org/abs/2401.08398
By supervising camera rays between a scene and multi-view image planes, NeRF reconstructs a neural scene representation for the task of novel view synthesis. On the other hand, shadow rays between the light source and the scene have yet to be conside
Externí odkaz:
http://arxiv.org/abs/2211.14086
Morphable models are essential for the statistical modeling of 3D faces. Previous works on morphable models mostly focus on large-scale facial geometry but ignore facial details. This paper augments morphable models in representing facial details by
Externí odkaz:
http://arxiv.org/abs/2207.09019
Akademický článek
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Akademický článek
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Publikováno v:
IEEE Transactions on Visualization and Computer Graphics. :1-1
Blendshape representations are widely used in facial animation. Consistent semantics must be maintained for all the blendshapes to build the blendshapes of one character. However, this is difficult for real characters because the face shape of the sa