activity
20212026
most citedHyperNeRF: A Higher-Dimensional Representation for Topologically Varying Neural Radiance Fields

81 citations · 171 across the 20 of their papers we have counts for

collaborators

23 papers

cs.CV2026

Free-Range Gaussians: Non-Grid-Aligned Generative 3D Gaussian Reconstruction

Ahan Shabanov, Peter Hedman, Ethan Weber +10

We present Free-Range Gaussians, a multi-view reconstruction method that predicts non-pixel, non-voxel-aligned 3D Gaussians from as few as four images. This is done through flow ma…

cs.IT2026

Exploiting the Degrees of Freedom: Multi-Dimensional Spatially-Coupled Codes Based on Gradient Descent

Ata Tanrıkulu, Mete Yıldırım, Ahmed Hareedy

Spatially-coupled (SC) codes are a class of low-density parity-check (LDPC) codes that is gaining increasing attention. Multi-dimensional (MD) SC codes are constructed by connectin…

cs.CV2024

4-LEGS: 4D Language Embedded Gaussian Splatting

Gal Fiebelman, Tamir Cohen, Ayellet Morgenstern +2

The emergence of neural representations has revolutionized our means for digitally viewing a wide range of 3D scenes, enabling the synthesis of photorealistic images rendered from…

cs.CV2024

EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis

Alexander Mai, Peter Hedman, George Kopanas +6

We present Exact Volumetric Ellipsoid Rendering (EVER), a method for real-time differentiable emission-only volume rendering. Unlike recent rasterization based approach by 3D Gauss…

cs.CV2024

Flash Cache: Reducing Bias in Radiance Cache Based Inverse Rendering

Benjamin Attal, Dor Verbin, Ben Mildenhall +4

State-of-the-art techniques for 3D reconstruction are largely based on volumetric scene representations, which require sampling multiple points to compute the color arriving along…

cs.CV2024

InterNeRF: Scaling Radiance Fields via Parameter Interpolation

Clinton Wang, Peter Hedman, Polina Golland +2

Neural Radiance Fields (NeRFs) have unmatched fidelity on large, real-world scenes. A common approach for scaling NeRFs is to partition the scene into regions, each of which is ass…