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Recent advances in view synthesis and real-time rendering have achieved photorealistic quality at impressive rendering speeds. While Radiance Field-based methods achieve state-of-the-art quality in challenging scenarios such as in-the-wild…
Monte Carlo Localization is a widely used approach in the field of mobile robotics. While this problem has been well studied in the 2D case, global localization in 3D maps with six degrees of freedom has so far been too computationally…
The recent introduction of powerful embedded graphics processing units (GPUs) has allowed for unforeseen improvements in real-time computer vision applications. It has enabled algorithms to run onboard, well above the standard video rates,…
3D Gaussian Splatting (3DGS) has demonstrated impressive novel view synthesis performance. While conventional methods require per-scene optimization, more recently several feed-forward methods have been proposed to generate pixel-aligned…
Recently Graphics Processing Units (GPUs) have been used to speed up very CPU-intensive gravitational microlensing simulations. In this work, we use the Xeon Phi coprocessor to accelerate such simulations and compare its performance on a…
Weak gravitational lensing is a powerful probe of the large-scale cosmic matter distribution. Wide-field galaxy surveys allow us to generate the so-called weak lensing maps, but actual observations suffer from noise due to imperfect…
Gravitational lensing is the deflection of light rays due to the gravity of intervening masses. This phenomenon is observed in a variety of scales and configurations, involving any non-uniform mass such as planets, stars, galaxies, clusters…
We describe the simulation data produced by a pilot programme to compute mock weak gravitational lensing maps for a range of currently popular cosmological models by ray tracing through high-resolution N-body simulations. The programme…
In the upcoming synoptic all--sky survey era of astronomy, thousands of new multiply imaged quasars are expected to be discovered and monitored regularly. Light curves from the images of gravitationally lensed quasars are further affected…
We present a framework that enables fast reconstruction and real-time rendering of urban-scale scenes while maintaining robustness against appearance variations across multi-view captures. Our approach begins with scene partitioning for…
The spatially-varying field of the human visual system has recently received a resurgence of interest with the development of virtual reality (VR) and neural networks. The computational demands of high resolution rendering desired for VR…
3D Gaussian splatting (3DGS) is a popular radiance field method, with many application-specific extensions. Most variants rely on the same core algorithm: depth-sorting of Gaussian splats then rasterizing in primitive order. This ensures…
Recent works demonstrate the advantages of hardware rasterization for 3D Gaussian Splatting (3DGS) in forward-pass rendering through fast GPU-optimized graphics and fixed memory footprint. However, extending these benefits to backward-pass…
The mathematical theory of gravitational lensing has revealed many generic and global properties. Beginning with multiple imaging, we review Morse-theoretic image counting formulas and lower bound results, and complex-algebraic upper bounds…
The recent improvements of graphics processing units (GPU) offer to the computer vision community a powerful processing platform. Indeed, a lot of highly-parallelizable computer vision problems can be significantly accelerated using GPU…
The emergence of 3D Gaussian Splatting (3DGS) has greatly accelerated the rendering speed of novel view synthesis. Unlike neural implicit representations like Neural Radiance Fields (NeRF) that represent a 3D scene with position and…
Context: Weak gravitational lensing is a key cosmological probe for current and future large-scale surveys. While power spectra are commonly used for analyses, they fail to capture non-Gaussian information from nonlinear structure…
3D Gaussian Splatting (3DGS) has shown promising performance in novel view synthesis. Previous methods adapt it to obtaining surfaces of either individual 3D objects or within limited scenes. In this paper, we make the first attempt to…
Ray tracing on GPUs is becoming quite common these days. There are many publicly available documents on how to implement basic ray tracing on GPUs for spheres and implicit surfaces. We even have some general frameworks for ray tracing on…
3D Gaussian Splatting (3DGS) has shown remarkable success in synthesizing novel views given multiple views of a static scene. Yet, 3DGS faces challenges when applied to dynamic scenes because 3D Gaussian parameters need to be updated per…