Martin Mittring(@MittringMartin) 's Twitter Profileg
Martin Mittring

@MittringMartin

Graphics coder @ SEED Electronic Arts

ID:959866212

linkhttp://www.Kosmokleaner.de calendar_today20-11-2012 06:53:31

1,9K Tweets

7,6K Followers

104 Following

MrNeRF(@janusch_patas) 's Twitter Profile Photo

Gaussian Splitting Algorithm with Color and Opacity Depended on Viewing Direction
arxiv.org/pdf/2312.13729…

Gaussian Splitting Algorithm with Color and Opacity Depended on Viewing Direction arxiv.org/pdf/2312.13729…
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ダックビル@STUDIO DUCKBILL LLC(@DuckbillStudio) 's Twitter Profile Photo

食品の3D化としては最高のシズル感の再現ではないか。
iPhoneで撮影した64枚の写真からPostshot(Jawset)で生成しレンダリング

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MrNeRF(@janusch_patas) 's Twitter Profile Photo

Level Of Gaussians
Real-Time View Synthesis for Large Scenes with Millions of Square Meters
Project: zju3dv.github.io/LoG_webpage/

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Hasen Judi 🇮🇶 🇯🇵(@Hasen_Judi) 's Twitter Profile Photo

I used to think virtual functions (interfaces) were quite suitable for building 'open' systems that can be extended by others without you knowing ahead of time what features they will have.

I was wrong.

Very few people actually know how to do that.

If you want to get straight

I used to think virtual functions (interfaces) were quite suitable for building 'open' systems that can be extended by others without you knowing ahead of time what features they will have. I was wrong. Very few people actually know how to do that. If you want to get straight
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Infinite-Realities(@8Infinite8) 's Twitter Profile Photo

We're proud to showcase some recent real-time work with 3D / 4D Gaussian splatting.

In January of 2024 we acquired a full 3DGS commercial license with Inria to allow us to offer 4DGS services to clients around the world.

We've spent the last 10 months developing our custom

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MrNeRF(@janusch_patas) 's Twitter Profile Photo

Relightable 3D Gaussian: Real-time Point Cloud Relighting with BRDF Decomposition and Ray Tracing
nju-3dv.github.io/projects/Relig…

Relightable 3D Gaussian: Real-time Point Cloud Relighting with BRDF Decomposition and Ray Tracing nju-3dv.github.io/projects/Relig…
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AI Bites | YouTube Channel(@ai_bites) 's Twitter Profile Photo

GIR is a 3D Gaussian Inverse Rendering method for relightable scene factorization. Compared to existing methods leveraging discrete meshes or neural implicit fields for inverse rendering, GIR utilizes 3D Gaussians to estimate the material properties, illumination, and geometry of

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Andrea Tagliasacchi 🇨🇦🏔️(@taiyasaki) 's Twitter Profile Photo

📢📢📢 3D Gaussian Splatting brought you real-time rendering, but at slightly lower PSNR compared to mipNeRF360... 𝐚𝐬 𝐨𝐟 𝐭𝐨𝐝𝐚𝐲, 𝐭𝐡𝐚𝐭 𝐢𝐬 𝐧𝐨 𝐥𝐨𝐧𝐠𝐞𝐫 𝐭𝐫𝐮𝐞.

Introducing '3D Gaussian Splatting as
Markov Chain Monte Carlo' arxiv.org/abs/2404.09591

📢📢📢 3D Gaussian Splatting brought you real-time rendering, but at slightly lower PSNR compared to mipNeRF360... 𝐚𝐬 𝐨𝐟 𝐭𝐨𝐝𝐚𝐲, 𝐭𝐡𝐚𝐭 𝐢𝐬 𝐧𝐨 𝐥𝐨𝐧𝐠𝐞𝐫 𝐭𝐫𝐮𝐞. Introducing '3D Gaussian Splatting as Markov Chain Monte Carlo' arxiv.org/abs/2404.09591
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Radiance Fields(@RadianceFields) 's Twitter Profile Photo

Metal support has been brought to OpenSplat by Andrew Chan. This dropped my training time on an M2 from 15 minutes to ~3.

🔗radiancefields.com/opensplat-adds…

Metal support has been brought to OpenSplat by @andrew_k_chan. This dropped my training time on an M2 from 15 minutes to ~3. 🔗radiancefields.com/opensplat-adds…
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PanagiotisP(@PapantonakisP) 's Twitter Profile Photo

With our work 'Reducing the Memory Footprint of 3D Gaussian Splatting,' a method that reduces the size of 3DGS from several hundreds to just a few tens of MBs, you now have more space available for additional scenes! For more, check out our project page repo-sam.inria.fr/fungraph/reduc…

With our work 'Reducing the Memory Footprint of 3D Gaussian Splatting,' a method that reduces the size of 3DGS from several hundreds to just a few tens of MBs, you now have more space available for additional scenes! For more, check out our project page repo-sam.inria.fr/fungraph/reduc…
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Cody Bennett(@Cody_J_Bennett) 's Twitter Profile Photo

Great implementation and breakdown of clustered lighting in WebGL. This breaks up the camera frustum into 3D clusters (tiled is 2D) which manage lights in parallel, similar to an octree. By localizing light complexity, it can handle thousands of lights.

wizgrav.github.io/cl2

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Ari Arnbjörnsson(@flassari) 's Twitter Profile Photo

Matt's amazing talks on optimizing UE5 are amazingly in-depth and you should NOT skip on these, there's knowledge here that hasn't been shared anywhere else!

We just uploaded Part 1 on Nanite and Lumen (link to part 2 in 🧵), check it out here 👇
dev.epicgames.com/community/lear…

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Bartek Moniewski(@BartekMoniewski) 's Twitter Profile Photo

Great video about procedural terrains.
I also recommend other videos from this channel. This guy deserves a lot more subs for over the top production quality. All those cool robots animations... just insane.
youtube.com/watch?v=gsJHzB…

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Radiance Fields(@RadianceFields) 's Twitter Profile Photo

Don't blink because InstantSplat from Zhiwen(Aaron) Fan and Yue Wang is training Gaussian Splatting in under a minute.

🔗radiancefields.com/instantsplat-s…

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