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3D Gaussian Splatting 3D-Layers Efficient Debris-flow Simulation A Hierarchical 3D Gaussian Representation
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3D Gaussian Splatting

for Real-Time Radiance Field Rendering

3D-Layers

Bringing Layer-Based Color Editing to VR Painting

Efficient Debris-flow Simulation

for Steep Terrain Erosion

A Hierarchical 3D Gaussian Representation

or Real-Time Rendering of Very Large Datasets

Welcome to the GraphDeco website

Despite significant progress in Computer Graphics, HCI and Computer Vision, creating, manipulating and displaying high-quality visual content remains reserved to a small, well-trained professional elite. We believe that this difficult access is largely due to the core theoretical foundations of Computer Graphics, which were developed for accurate and complete synthetic content.
The goal of GraphDeco is to redefine these foundations so they can simultaneously account for both traditional content as well as approximate and incomplete representations captured or produced by casual users.

The GraphDeco team is a follow-up of the Reves team

Active Exploration for Neural Global Illumination of Variable Scenes

TOG paper to be presented at SIGGRAPH this summer. See project page: https://repo-sam.inria.fr/fungraph/active-exploration/  

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George DRETTAKIS 2022/03/07 2022/03/08Uncategorized

Free-viewpoint Indoor Neural Relighting from Multi-view Stereo

Project Page

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George DRETTAKIS 2021/12/09 2021/12/09Uncategorized

FreeStyleGAN: Free-view Editable Portrait Rendering with the Camera Manifold

Project page  

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George DRETTAKIS 2021/12/09 2021/12/09Uncategorized
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