Free Gaussian Primitives at Anytime Anywhere for Dynamic Scene Reconstruction
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Re: Free Gaussian Primitives at Anytime Anywhere for Dynamic Scene Reconstruction
#2Re: Free Gaussian Primitives at Anytime Anywhere for Dynamic Scene Reconstruction
#3Apparently using PlayCanvas.
Re: Free Gaussian Primitives at Anytime Anywhere for Dynamic Scene Reconstruction
#4It seems like this paper[1] lays the groundwork and the discussion in the OP is about refinements to the method. [1] https://arxiv.org/pdf/2406.09733
Both descend from (and cite) 3D Gaussian Splatting for Real-Time Radiance Field Rendering https://arxiv.org/abs/2308.04079 but take it into entirely different directions.
Re: Free Gaussian Primitives at Anytime Anywhere for Dynamic Scene Reconstruction
#5It seems like this paper[1] lays the groundwork and the discussion in the OP is about refinements to the method. [1] https://arxiv.org/pdf/2406.09733
I'm confused why you would think so. Did you mix up your links? The paper you link to replaces the quick-and-dirty 3D-to-2D approximation used in Gaussian splatting with more physically accurate rendering using Monte Carlo path tracing. FreeTimeGS uses Gaussian splatting for 3D scenes with movement. Both descend from (and cite) 3D Gaussian Splatting for Real-Time Radiance Field Rendering https://arxiv.org/abs/2308.04…
Re: Free Gaussian Primitives at Anytime Anywhere for Dynamic Scene Reconstruction
#6Earlier quoted context omitted.
I'm confused why you would think so. Did you mix up your links? The paper you link to replaces the quick-and-dirty 3D-to-2D approximation used in Gaussian splatting with more physically accurate rendering using Monte Carlo path tracing. FreeTimeGS uses Gaussian splatting for 3D scenes with movement. Both descend from (and cite) 3D Gaussian Splatting for Real-Time Radiance Field Rendering https://arxiv.org/abs/2308.04…
"the best way to get the right answer on the internet is not to ask a question; it's to post the wrong answer." -- Ward
Re: Free Gaussian Primitives at Anytime Anywhere for Dynamic Scene Reconstruction
#7Earlier quoted context omitted.
I'm confused why you would think so. Did you mix up your links? The paper you link to replaces the quick-and-dirty 3D-to-2D approximation used in Gaussian splatting with more physically accurate rendering using Monte Carlo path tracing. FreeTimeGS uses Gaussian splatting for 3D scenes with movement. Both descend from (and cite) 3D Gaussian Splatting for Real-Time Radiance Field Rendering https://arxiv.org/abs/2308.04…
"the best way to get the right answer on the internet is not to ask a question; it's to post the wrong answer." -- Ward