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A coder, road bike rider, server fortune teller, electronic waste collector, co-founder of KCORES, ex-director at IllaSoft, KingsoftOffice, Juejin.


Product & Devs Growth @Cyfrin | Ex @Alchemy | Created @cyfrinupdraft and @AlchemyLearn | Robotics | Making web3 mainstream


very interesting in retrospect The perception of dominance was so strong https://t.co/4BeyG4GeA4


Founder and CEO of https://t.co/5MjtfpwEU3 | Your guide to radiance fields | Host of the podcast @ViewDependent | FTP: 279 | discord: https://t.co/lrl64WGvlD


GP @a16z — Building American Dynamism 🇺🇸 — Anthropologist — Formerly Founder/CEO @OpenDNS — Lokah Samastah Sukhino Bhavantu

![Using Gaussian Splats to Create High-Fidelity Facial Geometry and Texture
• We propose two key modifications of Gaussian Splatting to enable accurate triangulated surface reconstruction:
- Soft constraints encourage Gaussians to be more tightly coupled to the underlying mesh, allowing Gaussian perturbations to more accurately drive mesh deformation.
- Segmentation annotations supervise the Gaussians, ensuring they do not attempt to explain regions of the target image they shouldn't be associated with.
• We present a method to disentangle albedo textures from lighting and normals. The PCA coefficients of the textured mesh are optimized to capture as much albedo color as possible while minimizing the contributions from the relightable Gaussians used to capture differences between the synthetic rendering of the mesh and the target image.
• Our method avoids the need for controlled capture setups and instead requires only commodity hardware and a limited number of views. The flexibility of our approach allows for joint training using data from different capture setups; for example, we combine images from our capture method with those obtained from so-called flashlight capture (see e.g. [44]).
• Finally, and perhaps most importantly, we illustrate that the geometry obtained via our pipeline is accurate enough to use with a view-dependent neural texture. We propose a novel Gaussian Splatting approach to view-dependent neural textures, enabling the use of high visual fidelity Gaussian Splatting on any asset in a scene without needing to modify any other asset or any aspect (geometry, lighting, renderer, etc.) of the graphics pipeline. Using Gaussian Splats to Create High-Fidelity Facial Geometry and Texture
• We propose two key modifications of Gaussian Splatting to enable accurate triangulated surface reconstruction:
- Soft constraints encourage Gaussians to be more tightly coupled to the underlying mesh, allowing Gaussian perturbations to more accurately drive mesh deformation.
- Segmentation annotations supervise the Gaussians, ensuring they do not attempt to explain regions of the target image they shouldn't be associated with.
• We present a method to disentangle albedo textures from lighting and normals. The PCA coefficients of the textured mesh are optimized to capture as much albedo color as possible while minimizing the contributions from the relightable Gaussians used to capture differences between the synthetic rendering of the mesh and the target image.
• Our method avoids the need for controlled capture setups and instead requires only commodity hardware and a limited number of views. The flexibility of our approach allows for joint training using data from different capture setups; for example, we combine images from our capture method with those obtained from so-called flashlight capture (see e.g. [44]).
• Finally, and perhaps most importantly, we illustrate that the geometry obtained via our pipeline is accurate enough to use with a view-dependent neural texture. We propose a novel Gaussian Splatting approach to view-dependent neural textures, enabling the use of high visual fidelity Gaussian Splatting on any asset in a scene without needing to modify any other asset or any aspect (geometry, lighting, renderer, etc.) of the graphics pipeline.](/_next/image?url=https%3A%2F%2Fpbs.twimg.com%2Fmedia%2FG8g-0Y0akAQLVmx.jpg&w=3840&q=75)
Paper: https://t.co/HsrhcZGcAF
