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SMERF: Streamable Memory Efficient Radiance Fields

smerf-3d.github.io

81–90 of 152 posts

Re: SMERF: Streamable Memory Efficient Radiance Fields

#81

There is a market here for Realtors to upload pictures and produce walk-throughs of homes for sale.

The Luma folks made something similar: https://apps.apple.com/app/luma-flythroughs/id6450376609?l=e...

Be careful with this one! Luma's offering requires that the camera follow the recorded video path. Our method lets the camera go wherever you desire!

Re: SMERF: Streamable Memory Efficient Radiance Fields

#83
post #63

Earlier quoted context omitted.

The pretrained models are already available online! Check out the "demo" section of the website. Your browser is fetching the model when you run the demo.

Will the code be released, or an API endpoint? Otherwise it will be impossible for us to use it for anything.. since it's Google I assume it will just end up in a black hole like most of the research.. or five years later some AI researchers leave and finally create a startup.

I hope to release code in the new year, but it'll take a while. The codebase is heavily wired into other not-yet-open-sourced libraries, and it'll take a while to disentangle them.

Re: SMERF: Streamable Memory Efficient Radiance Fields

#84

Im not sure why this demo runs so horribly in Firefox but not other browsers..anyone else having this?

We unfortunately haven't tested our web viewer in Firefox. Let us know which platform you're running and we'll do our best to take a look in the new year (holiday vacation!).

In the meantime, give it a shot in a Webkit- or Chromium-based browser. I've had good results on Safari on iPhone, Chrome on Android/Macbook/Windows.

Re: SMERF: Streamable Memory Efficient Radiance Fields

#86

Hope this doesn't come as snarky, but does Google pressure researchers to do PR in their papers? This really is cool, but there is a lot of self-promotion in this paper and very little discussion of limitations (and the discussion of them is bookended by qualifications why they really aren't limitations). It makes it harder for me to trust the paper if I feel like the paper is trying to persuade me of something rathe…

I won't say too much about this, but the amount of buzz around articles these days is more of "research today" sort of thing. Top conferences like CVPR receives thousands of submissions each year, and there's a lot of upside to getting your work in front of as many eyeballs as possible.

By no means do I claim that SMERF is the be-all-end-all in real-time rendering, but I do believe it's a sold step in the right direction. There are all kinds of ways to improve this work and others in the field: smaller representation sizes, faster training, higher quality, and fewer input images would all make this technology more accessible.

Re: SMERF: Streamable Memory Efficient Radiance Fields

#87
post #73

Does the an open source toolchain exist for capturing, processing, and hosting navigable 3D walkthroughs like this (e.g. something like an open-source Matterport)?

You don't need a toolchain for capturing; you just need the data. Get it now; process it when better tools become available. There are guides for shooting for Photogrammetry and NeRF that are generally applicable to what you need to do.

Re: SMERF: Streamable Memory Efficient Radiance Fields

#89
post #85

Is there any relation between this class of rendering techniques and the way the BD scenes in Cyberpunk 2077 were created? The behavior of the volume and the "voxels" seem eerily similar.

I can't say. I'm not familiar with BD in Cyberpunk.

https://youtu.be/KXXGS3MGCro?t=118

It's a sort of replayable cutscene that happens a couple times in the game where you can wander through it. The noteworthy bit is it's rendered out of voxels that look very similar to the demos but at a much lower resolution and if you push the frustrum into any objects, you get the same kind of effect where the surface breaks into blocks.

Re: SMERF: Streamable Memory Efficient Radiance Fields

#90

This is __really__ stunning work, huge, huge, deal that I'm seeing this in a web browser on my phone. Congratulations! When I look at the NYC scene in the highest quality on desktop, I'm surprised by how low-quality ex. the stuff on the counter and shelves is. So then I load the lego model, and see that's _very_ detailed, so it doesn't seem inherent to the method. Is it a consequence of input photo quality, or someth…

> This is __really__ stunning work Thank you :) > Is it a consequence of input photo quality, or something else? It's more a consequence of spatial resolution: the bigger the space, the more voxels you need to maintain a fixed resolution (e.g. 1 mm^3). At some point, we have to give up spatial resolution to represent larger scenes. A second limitation is the teacher model we're distilling. Zip-NeRF ( https://jonbarro…

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