Results 61 to 70 of about 3,364 (218)
See4D: Pose‐Free 4D Generation via Auto‐Regressive Video Inpainting
Abstract Immersive applications call for synthesizing spatiotemporal 4D content from casual videos without costly 3D supervision. Existing video‐to‐4D methods typically rely on manually annotated camera poses, which are labor‐intensive and brittle for in‐the‐wild footage.
Dongyue Lu +10 more
wiley +1 more source
Visual Simulation of Flow [PDF]
We have adopted a numerical method from computational fluid dynamics, the Lattice Boltzmann Method (LBM), for real-time simulation and visualization of flow and amorphous phenomena, such as clouds, smoke, fire, haze, dust, radioactive plumes, and air ...
Kaufman, Arie, Zhao, Ye
core +1 more source
Recent advances in neural rendering have improved both training and rendering times by orders of magnitude. While these methods demonstrate state-of-the-art quality and speed, they are designed for photogrammetry of static scenes and do not generalize well to freely moving humans in the environment.
Muhammed Kocabas +4 more
openaire +2 more sources
Mesh Processing Non‐Meshes via Neural Displacement Fields
Abstract Mesh processing pipelines are mature, but adapting them to newer non‐mesh surface representations—which enable fast rendering with compact file size—requires costly meshing or transmitting bulky meshes, negating their core benefits for streaming applications.
Yuta Noma +4 more
wiley +1 more source
UDGS-SLAM: UniDepth Assisted Gaussian Splatting for Monocular SLAM
Recent advancements in monocular neural depth estimation, particularly those achieved by the UniDepth network, have prompted the investigation of integrating UniDepth within a Gaussian splatting framework for monocular SLAM. This study presents UDGS-SLAM,
Mostafa Mansour +4 more
doaj +1 more source
Direct numerical simulation of unsheared turbulence diffusing toward a free-slip or no-slip surface [PDF]
The physics involved in the interaction between statistically steady, shearless turbulence and a blocking surface is investigated with the aid of direct numerical simulation. The original conguration introduced by Campagne et al.
Bodart, Julien +2 more
core +1 more source
CoGS: Controllable Gaussian Splatting
Capturing and re-animating the 3D structure of articulated objects present significant barriers. On one hand, methods requiring extensively calibrated multi-view setups are prohibitively complex and resource-intensive, limiting their practical applicability.
Heng Yu +4 more
openaire +2 more sources
OUGS: Active View Selection via Object‐aware Uncertainty Estimation in 3DGS
Abstract Recent advances in 3D Gaussian Splatting (3DGS) have achieved state‐of‐the‐art results for novel view synthesis. However, efficiently capturing high‐fidelity reconstructions of specific objects within complex scenes remains a significant challenge.
Haiyi Li +3 more
wiley +1 more source
This study proposes an innovative method that integrates multi-source remote sensing technologies and artificial intelligence to meet the urgent needs of deformation monitoring and ecohydrological environment analysis in Great Wall heritage protection ...
Ruoxin Wang +5 more
doaj +1 more source
Simultaneously localizing camera poses and constructing Gaussian radiance fields in dynamic scenes establish a crucial bridge between 2D images and the 4D real world. Instead of removing dynamic objects as distractors and reconstructing only static environments, this paper proposes an efficient architecture that incrementally tracks camera poses and ...
Yanyan Li 0001 +5 more
openaire +2 more sources

