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Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated remarkable capabilities in real-time and photorealistic novel view synthesis. However, traditional 3DGS representations often struggle with large-scale scene management and…
Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated remarkable rendering fidelity and efficiency. However, these methods still rely on computationally expensive sequential alpha-blending operations, resulting in significant…
Reconstructing high-fidelity magnetic resonance (MR) images from under-sampled k-space is a commonly used strategy to reduce scan time. The posterior sampling of diffusion models based on the real measurement data holds significant promise…
Neural 3D representations such as Neural Radiance Fields (NeRF), excel at producing photo-realistic rendering results but lack the flexibility for manipulation and editing which is crucial for content creation. Previous works have attempted…
We present a dense simultaneous localization and mapping (SLAM) method that uses 3D Gaussians as a scene representation. Our approach enables interactive-time reconstruction and photo-realistic rendering from real-world single-camera RGBD…
We consider the problem of learning high-dimensional Gaussian graphical models. The graphical lasso is one of the most popular methods for estimating Gaussian graphical models. However, it does not achieve the oracle rate of convergence. In…
The rendering scheme in neural radiance field (NeRF) is effective in rendering a pixel by casting a ray into the scene. However, NeRF yields blurred rendering results when the training images are captured at non-uniform scales, and produces…
This work addresses the problem of real-time rendering of photorealistic human body avatars learned from multi-view videos. While the classical approaches to model and render virtual humans generally use a textured mesh, recent research has…
We introduce a novel neural network-based BRDF model and a Bayesian framework for object inverse rendering, i.e., joint estimation of reflectance and natural illumination from a single image of an object of known geometry. The BRDF is…
We present GLIMPSE - Gravitational Lensing Inversion and MaPping with Sparse Estimators - a new algorithm to generate density reconstructions in three dimensions from photometric weak lensing measurements. This is an extension of earlier…
We propose a novel iterative numerical method to solve the three-dimensional inverse obstacle scattering problem of recovering the shape of the obstacle from far-field measurements. To address the inherent ill-posed nature of the inverse…
3D Gaussian Splatting has gained widespread adoption across diverse applications due to its exceptional rendering performance and visual quality. While most existing methods rely on rasterization to render Gaussians, recent research has…
Neural Radiance Fields (NeRFs) have demonstrated remarkable potential in capturing complex 3D scenes with high fidelity. However, one persistent challenge that hinders the widespread adoption of NeRFs is the computational bottleneck due to…
3D Gaussian Splatting (3DGS) has emerged as a powerful representation for high-quality rendering across a wide range of applications.However, its high computational demands and large storage costs pose significant challenges for deployment…
New web technologies have enabled the deployment of powerful GPU-based computational pipelines that run entirely in the web browser, opening a new frontier for accessible scientific visualization applications. However, these new…
We introduce SeaSplat, a method to enable real-time rendering of underwater scenes leveraging recent advances in 3D radiance fields. Underwater scenes are challenging visual environments, as rendering through a medium such as water…
Statistical applications often involve the calculation of intractable multidimensional integrals. The Laplace formula is widely used to approximate such integrals. However, in high-dimensional or small sample size problems, the shape of the…
Modeling strong gravitational lenses in order to quantify the distortions in the images of background sources and to reconstruct the mass density in the foreground lenses has traditionally been a difficult computational challenge. As the…
Inverse rendering of indoor scenes remains challenging due to the ambiguity between reflectance and lighting, exacerbated by inter-reflections among multiple objects. While natural illumination-based methods struggle to resolve this…
Randomly sampling points on surfaces is an essential operation in geometry processing. This sampling is computationally straightforward on explicit meshes, but it is much more difficult on other shape representations, such as widely-used…