60 citations · 76 across the 21 of their papers we have counts for
7 papers · 1 filter
Deformable Radial Kernel Splatting
Yi-Hua Huang, Ming-Xian Lin, Yang-Tian Sun +4
Recently, Gaussian splatting has emerged as a robust technique for representing 3D scenes, enabling real-time rasterization and high-fidelity rendering. However, Gaussians' inheren…
Splatter a Video: Video Gaussian Representation for Versatile Processing
Yang-Tian Sun, Yi-Hua Huang, Lin Ma +3
Video representation is a long-standing problem that is crucial for various down-stream tasks, such as tracking,depth prediction,segmentation,view synthesis,and editing. However, c…
How Far are AI-generated Videos from Simulating the 3D Visual World: A Learned 3D Evaluation Approach
Chirui Chang, Jiahui Liu, Zhengzhe Liu +6
Recent advancements in video diffusion models enable the generation of photorealistic videos with impressive 3D consistency and temporal coherence. However, the extent to which the…
3DGSR: Implicit Surface Reconstruction with 3D Gaussian Splatting
Xiaoyang Lyu, Yang-Tian Sun, Yi-Hua Huang +5
In this paper, we present an implicit surface reconstruction method with 3D Gaussian Splatting (3DGS), namely 3DGSR, that allows for accurate 3D reconstruction with intricate detai…
EscherNet: A Generative Model for Scalable View Synthesis
Xin Kong, Shikun Liu, Xiaoyang Lyu +3
We introduce EscherNet, a multi-view conditioned diffusion model for view synthesis. EscherNet learns implicit and generative 3D representations coupled with a specialised camera p…
DO3D: Self-supervised Learning of Decomposed Object-aware 3D Motion and Depth from Monocular Videos
Xiuzhe Wu, Xiaoyang Lyu, Qihao Huang +4
Although considerable advancements have been attained in self-supervised depth estimation from monocular videos, most existing methods often treat all objects in a video as static…
Spec-Gaussian: Anisotropic View-Dependent Appearance for 3D Gaussian Splatting
Ziyi Yang, Xinyu Gao, Yangtian Sun +6
The recent advancements in 3D Gaussian splatting (3D-GS) have not only facilitated real-time rendering through modern GPU rasterization pipelines but have also attained state-of-th…