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Tongji University
- Shanghai
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21:48
(UTC -12:00) - https://orcid.org/0009-0005-9734-0558
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The Most Faithful Implementation of Segment Anything (SAM) in 3D
Official implementation of SIGGRAPH AISA 2023 paper "Texture Atlas Compression Based on Repeated Content Removal"
[ICLR 2023 Oral] Zero-Shot Image Restoration Using Denoising Diffusion Null-Space Model
Creative Rendering Solution for Characters, Scenes & VFX & Tool Development
Curated list of papers and resources focused on 3D Gaussian Splatting, intended to keep pace with the anticipated surge of research in the coming months.
Original reference implementation of "3D Gaussian Splatting for Real-Time Radiance Field Rendering"
🎉 [CVPR 2024] Pytorch implementation of 'Har Far Can We Compress Instant-NGP Based NeRF?'
[ECCV2024] CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians
X-KANeRF [KANeRF-benchmarking]: KAN based NeRF with various basis functions like B-Splines, Fourier, Gaussians, Wavelets, Polynomials, etc
[CVPR 2022, Oral] Learning Partial point cloud matching in Rigid and Deformable scenes
Code for "Relaxing Accurate Initialization Constraint for 3D Gaussian Splatting" by Jaewoo Jung, Jisang Han, Honggyu An, Jiwon Kang, Seonghoon Park, and Seungryong Kim
Demonstration code for Marching Cubes and Dual Contouring
Learning Implicit Surfaces from Point Clouds (ECCV 2020)
Reconstructing compact building models from point clouds using deep implicit fields [ISPRS 2022]
A curated list on piecewise-planar reconstruction
Code for our SIGGRAPH'2023 paper: "UrbanBIS: a Large-scale Benchmark for Fine-grained Urban Building Instance Segmentation"
[CVPR 2022 Oral] SoftGroup for Instance Segmentation on 3D Point Clouds
Three.js-based implementation of 3D Gaussian splatting
The code for the ebook Ray Tracing in One Weekend by Peter Shirley translated to CUDA by Roger Allen. This work is in the public domain.
Fast rendering of large point clouds in OpenGL through compute shaders.