Zobrazeno 1 - 10
of 30
pro vyhledávání: '"Xu, Linning"'
Autor:
Liao, Zimu, Chen, Siyan, Fu, Rong, Wang, Yi, Su, Zhongling, Luo, Hao, Ma, Li, Xu, Linning, Dai, Bo, Li, Hengjie, Pei, Zhilin, Zhang, Xingcheng
Recently, 3D Gaussian Splatting (3DGS) has garnered attention for its high fidelity and real-time rendering. However, adapting 3DGS to different camera models, particularly fisheye lenses, poses challenges due to the unique 3D to 2D projection calcul
Externí odkaz:
http://arxiv.org/abs/2409.04751
Autor:
Li, Xinyang, Lai, Zhangyu, Xu, Linning, Qu, Yansong, Cao, Liujuan, Zhang, Shengchuan, Dai, Bo, Ji, Rongrong
Recent advancements in 3D generation have leveraged synthetic datasets with ground truth 3D assets and predefined cameras. However, the potential of adopting real-world datasets, which can produce significantly more realistic 3D scenes, remains large
Externí odkaz:
http://arxiv.org/abs/2406.17601
Autor:
Li, Xinyang, Lai, Zhangyu, Xu, Linning, Guo, Jianfei, Cao, Liujuan, Zhang, Shengchuan, Dai, Bo, Ji, Rongrong
We present Dual3D, a novel text-to-3D generation framework that generates high-quality 3D assets from texts in only $1$ minute.The key component is a dual-mode multi-view latent diffusion model. Given the noisy multi-view latents, the 2D mode can eff
Externí odkaz:
http://arxiv.org/abs/2405.09874
The recent 3D Gaussian splatting (3D-GS) has shown remarkable rendering fidelity and efficiency compared to NeRF-based neural scene representations. While demonstrating the potential for real-time rendering, 3D-GS encounters rendering bottlenecks in
Externí odkaz:
http://arxiv.org/abs/2403.17898
Presenting a 3D scene from multiview images remains a core and long-standing challenge in computer vision and computer graphics. Two main requirements lie in rendering and reconstruction. Notably, SOTA rendering quality is usually achieved with neura
Externí odkaz:
http://arxiv.org/abs/2403.16964
Neural rendering methods have significantly advanced photo-realistic 3D scene rendering in various academic and industrial applications. The recent 3D Gaussian Splatting method has achieved the state-of-the-art rendering quality and speed combining t
Externí odkaz:
http://arxiv.org/abs/2312.00109
Autor:
Xu, Linning, Agrawal, Vasu, Laney, William, Garcia, Tony, Bansal, Aayush, Kim, Changil, Bulò, Samuel Rota, Porzi, Lorenzo, Kontschieder, Peter, Božič, Aljaž, Lin, Dahua, Zollhöfer, Michael, Richardt, Christian
We present an end-to-end system for the high-fidelity capture, model reconstruction, and real-time rendering of walkable spaces in virtual reality using neural radiance fields. To this end, we designed and built a custom multi-camera rig to densely c
Externí odkaz:
http://arxiv.org/abs/2311.02542
Neural radiance fields (NeRF) and its subsequent variants have led to remarkable progress in neural rendering. While most of recent neural rendering works focus on objects and small-scale scenes, developing neural rendering methods for city-scale sce
Externí odkaz:
http://arxiv.org/abs/2309.16553
Autor:
Xu, Linning, Xiangli, Yuanbo, Peng, Sida, Pan, Xingang, Zhao, Nanxuan, Theobalt, Christian, Dai, Bo, Lin, Dahua
Purely MLP-based neural radiance fields (NeRF-based methods) often suffer from underfitting with blurred renderings on large-scale scenes due to limited model capacity. Recent approaches propose to geographically divide the scene and adopt multiple s
Externí odkaz:
http://arxiv.org/abs/2303.14001
Both indoor and outdoor environments are inherently structured and repetitive. Traditional modeling pipelines keep an asset library storing unique object templates, which is both versatile and memory efficient in practice. Inspired by this observatio
Externí odkaz:
http://arxiv.org/abs/2303.13953