Related papers: GPU accelerated surface-based gaze mapping for XR …
UAV missions often require specific geometric constraints to be satisfied between ground locations and the vehicle location. Such requirements are typical for contexts where line-of-sight must be maintained between the vehicle location and…
Real-time detection of objects in the 3D scene is one of the tasks an autonomous agent needs to perform for understanding its surroundings. While recent Deep Learning-based solutions achieve satisfactory performance, their high…
Dimensionality reduction methods have found vast application as visualization tools in diverse areas of science. Although many different methods exist, their performance is often insufficient for providing quick insight into many…
Adaptive Mesh Refinement (AMR) is becoming a prevalent data representation for scientific visualization. Resulting from large fluid mechanics simulations, the data is usually cell centric, imposing a number of challenges for high quality…
Recent advances in novel view synthesis have demonstrated impressive results in fast photorealistic scene rendering through differentiable point rendering, either via Gaussian Splatting (3DGS) [Kerbl and Kopanas et al. 2023] or neural point…
3D Gaussian Splatting (3DGS) has become a crucial rendering technique for many real-time applications. However, the limited hardware resources on today's mobile platforms hinder these applications, as they struggle to achieve real-time…
The growing data sharing and life-logging cultures are driving an unprecedented increase in the amount of unedited First-Person Videos. In this paper, we address the problem of accessing relevant information in First-Person Videos by…
Rendering photorealistic and dynamically moving human heads is crucial for ensuring a pleasant and immersive experience in AR/VR and video conferencing applications. However, existing methods often struggle to model challenging facial…
Although the number of gaze estimation datasets is growing, the application of appearance-based gaze estimation methods is mostly limited to estimating the point of gaze on a screen. This is in part because most datasets are generated in a…
Visual navigation in complex environments is inefficient with traditional reactive policy or general-purposed recurrent policy. To address the long-term memory issue, this paper proposes a graph attention memory (GAM) architecture…
Despite the popularity of the Graphics Processing Unit (GPU) for general purpose computing, one should not forget about the practicality of the GPU for fast scientific visualisation. As astronomers have increasing access to three…
Grasping algorithms have evolved from planar depth grasping to utilizing point cloud information, allowing for application in a wider range of scenarios. However, data-driven grasps based on models trained on basic open-source datasets may…
We utilize commonsense knowledge bases to address the problem of real- time multimodal analysis. In particular, we focus on the problem of multimodal sentiment analysis, which consists in the simultaneous analysis of different modali- ties,…
Attention is a general reasoning mechanism than can flexibly deal with image information, but its memory requirements had made it so far impractical for high resolution image generation. We present Grid Partitioned Attention (GPA), a new…
Differentiable rendering techniques have recently shown promising results for free-viewpoint video synthesis of characters. However, such methods, either Gaussian Splatting or neural implicit rendering, typically necessitate per-subject…
We present a set of rules to guide the design of GPU algorithms. These rules are grounded on the principle of reducing waste in GPU utility to achieve good speed up. In accordance to these rules, we propose GPU algorithms for 2D…
Cloud rendering is widely used in gaming and XR to overcome limited client-side GPU resources and to support heterogeneous devices. Existing systems typically deliver the rendered scene as a 2D video stream, which tightly couples the…
Human visual attention on three-dimensional objects emerges from the interplay between bottom-up geometric processing and top-down semantic recognition. Existing 3D saliency methods rely on hand-crafted geometric features or learning-based…
We introduce ActiveGAMER, an active mapping system that utilizes 3D Gaussian Splatting (3DGS) to achieve high-quality, real-time scene mapping and exploration. Unlike traditional NeRF-based methods, which are computationally demanding and…
3D Gaussian Splatting (3DGS) is a powerful alternative to Neural Radiance Fields (NeRF), excelling in complex scene reconstruction and efficient rendering. However, it relies on high-quality point clouds from Structure-from-Motion (SfM),…