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SMERF: Streamable Memory Efficient Radiance Fields
21–30 of 152 posts
Re: SMERF: Streamable Memory Efficient Radiance Fields
#22Re: SMERF: Streamable Memory Efficient Radiance Fields
#23Question for the authors, are there opportunities, where they exist, to not use optimization or tuning methods for reconstructing a model of a scene?
We are refining efficient ways of rendering a view of a scene from these models but the scenes remain static. The scenes also take a while to reconstruct too.
Can we still achieve the great look and details of RF and GS without paying for an expensive reconstruction per instance of the scene?
Are there ways of greedily reconstructing a scene with traditional CG methods into these new representations now that they are fast to render?
Please forgive any misconceptions that I may have in advanced! We really appreciate the work y'all are advancing!
Re: SMERF: Streamable Memory Efficient Radiance Fields
#24The mirror on the wall of the bathroom in the Berlin location looks through to the kitchen in the next room. I guess the depth gauging algorithm uses parallax, and mirrors confuse it, seeming like windows. The kitchen has a blob of blurriness as the rear of the mirror intrudes into kitchen, but you can see through the blurriness to either room. The effect is a bit spooky. I felt like a ghost going through walls.
The refigerator in the NYC scene has a very slick specular lighting effect based on the angle you're viewing it from, and if you go "into" the fridge you can see it's actually generating a whole 3d scene with blurry grey and white colors that turn out to precisely mimic the effects of the light from the windows bouncing off the metal, and you can look "out" from the fridge into the rest of the room. Same as the full-…
Re: SMERF: Streamable Memory Efficient Radiance Fields
#25Re: SMERF: Streamable Memory Efficient Radiance Fields
#26Re: SMERF: Streamable Memory Efficient Radiance Fields
#27Re: SMERF: Streamable Memory Efficient Radiance Fields
#28The mirror on the wall of the bathroom in the Berlin location looks through to the kitchen in the next room. I guess the depth gauging algorithm uses parallax, and mirrors confuse it, seeming like windows. The kitchen has a blob of blurriness as the rear of the mirror intrudes into kitchen, but you can see through the blurriness to either room. The effect is a bit spooky. I felt like a ghost going through walls.
The refigerator in the NYC scene has a very slick specular lighting effect based on the angle you're viewing it from, and if you go "into" the fridge you can see it's actually generating a whole 3d scene with blurry grey and white colors that turn out to precisely mimic the effects of the light from the windows bouncing off the metal, and you can look "out" from the fridge into the rest of the room. Same as the full-…
Re: SMERF: Streamable Memory Efficient Radiance Fields
#29Re: SMERF: Streamable Memory Efficient Radiance Fields
#30Does this relieve the computation constraint enough to run on Quest 2/3?
Is there something else that would prevent binocular use?