Inria/GraphDeco GraphDeco Inria Research Group
Inria/GraphDeco GraphDeco Inria Research Group
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FastFlow: GPU Acceleration of Flow and Depression Routing for Landscape Simulation
Supplemental video of our publication "FastFlow: GPU Acceleration of Flow and Depression Routing for Landscape Simulation" published in Computer Graphics Forum, presented at PG 2024. For paper and more details please see: www-sop.inria.fr/reves/Basilic/2024/JKGFC24/
Authors:
Aryamaan Jain, Bernhard Kerbl, James Gain, Brandon Finley, Guillaume Cordonnier
Abstract:
Terrain analysis plays an important role in computer graphics, hydrology and geomorphology. In particular, analyzing the path of material flow over a terrain with consideration of local depressions is a precursor to many further tasks in erosion, river formation, and plant ecosystem simulation. For example, fluvial erosion simulation used in terrain modeling computes water discharge to repeatedly locate erosion channels for soil removal and transport. Despite its significance, traditional methods face performance constraints, limiting their broader applicability.
In this paper, we propose a novel GPU flow routing algorithm that computes the water discharge in O(log n) iterations for a terrain with n vertices (assuming n processors). We also provide a depression routing algorithm to route the water out of local minima formed by depressions in the terrain, which converges in O(log^2 n) iterations. Our implementation of these algorithms leads to a 5x speedup for flow routing and 34x to 52x speedup for depression routing compared to previous work on a 1024^2 terrain, enabling interactive control of terrain simulation.
มุมมอง: 177

วีดีโอ

Physically-Based Lightingfor 3D Generative Models of Cars
มุมมอง 1403 หลายเดือนก่อน
Supplemental video for the paper "Physically-Based Lightingfor 3D Generative Models of Cars", Violante et al. published in Computer Graphics Forum (Eurographics 2024). Please see project page: repo-sam.inria.fr/fungraph/lighting-3d-generative-cars/
A Diffusion Approach to Radiance Field Relighting using Multi-Illumination Synthesis
มุมมอง 6503 หลายเดือนก่อน
Supplemental video for the EGSR 2024 paper "A Diffusion Approach to Radiance Field Relighting using Multi-Illumination Synthesis", Y. Poirier-Ginter et al. Please see project page repo-sam.inria.fr/fungraph/generative-radiance-field-relighting/ for details.
A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets
มุมมอง 7K5 หลายเดือนก่อน
The official video of the paper "A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets" published in ACM Transactions on Graphics, presented at SIGGRAPH 2024. For paper and more details please see : repo-sam.inria.fr/fungraph/hierarchical-3d-gaussians/
Volcanic Skies
มุมมอง 1.1K6 หลายเดือนก่อน
Volcanic Skies: coupling explosive eruptions with atmospheric simulation to create consistent skyscapes (Supplemental video) Computer Graphics Forum (Eurographics 2024) Cilliers Pretorius, James Gain, Maud Lastic, Guillaume Cordonnier, Jiong Chen, Damien Rohmer, Marie-Paule Cani hal.science/hal-04527448 Explosive volcanic eruptions rank among the most terrifying natural phenomena, and are thus ...
Physically-based analytical erosion for fast terrain generation
มุมมอง 1K6 หลายเดือนก่อน
Physically-based analytical erosion for fast terrain generation (Supplamental Video) Eurographics 2024 Petros Tzathas, Boris Gailleton, Philippe Steer, Guillaume Cordonnier Terrain generation methods have long been divided between procedural and physically-based. Procedural methods build upon the fast evaluation of a mathematical function but suffer from a lack of geological consistency, while ...
ModalNeRF
มุมมอง 332ปีที่แล้ว
ModalNeRF: Neural Modal Analysis and Synthesis for Free-Viewpoint Navigation in Dynamically Vibrating Scenes (Supplemental video) Eurographics Symposium on Rendering 2023 (Computer Graphics Forum) Automne Petitjean, Yohan Poirier-Ginter, Ayush Tewari, Guillaume Cordonnier, George Drettakis Recent advances in Neural Radiance Fields enable the capture of scenes with motion. However, editing the m...
VideoDoodles: Hand-Drawn Animations on Videos with Scene-Aware Canvases
มุมมอง 2.9Kปีที่แล้ว
SIGGRAPH 2023 (ACM Transactions on Graphics) We present an interactive system to ease the creation of so-called video doodles - videos on which artists insert hand-drawn animations for entertainment or educational purposes. Video doodles are challenging to create because to be convincing, the inserted drawings must appear as if they were part of the captured scene. In particular, the drawings s...
Forming Terrains by Glacial Erosion
มุมมอง 2.6Kปีที่แล้ว
Forming Terrains by Glacial Erosion (Supplemental video) Siggraph 2023 (ACM Transactions on Graphics) Guillaume Cordonnier, Guillaume Jouvet, Adrien Peytavie, Jean Braun, Marie-Paule Cani, Bedrich Benes, Eric Galin, Eric Guérin, James Gain We introduce the first solution for simulating the formation and evolution of glaciers, together with their attendant erosive effects, for periods covering t...
3D Gaussian Splatting for Real-Time Radiance Field Rendering
มุมมอง 139Kปีที่แล้ว
SIGGRAPH 2023 (ACM Transactions on Graphics) repo-sam.inria.fr/fungraph/3d-gaussian-splatting/ Radiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For...
NeRFshop: Interactive Editing of Neural Radiance Fields
มุมมอง 3.4Kปีที่แล้ว
Supplemental video of the publication to be presented at I3D 2023, published in Proc. ACM Comp. Graph. Interact. Techniques. Please see repo-sam.inria.fr/fungraph/nerfshop/ for more details.
Interactive design of 2D car profiles with aerodynamic feedback
มุมมอง 261ปีที่แล้ว
We present in this video the interface associated with the research applications we developped in this paper: hal.science/hal-03975369v1. It enables the user to optimize either the drag coefficient of the car or the vortex accumulation in an area, while visualizing the streamlines around the car.
Deep Scene-scale Material Estimation from Multi-view Indoor Captures
มุมมอง 1512 ปีที่แล้ว
This is the supplemental video of our publication "Deep Scene-scale Material Estimation from Multi-view Indoor Captures". Siddhant Prakash, Gilles Rainer, Adrien Bousseau, and George Drettakis. 2022. Computers & Graphics (October 2022), Please visit the project page for more detail: www-sop.inria.fr/reves/Basilic/2022/PRBD22/
Neural Point Catacaustics for Novel-View Synthesis of Reflections
มุมมอง 7582 ปีที่แล้ว
Neural Point Catacaustics is a new point-based representation to render novel views of scenes with curved reflectors from a set of casually-captured input photos. Published in SIGGRAPH Asia 2022. Authors: Georgios Kopanas: grgkopanas.github.io/ Thomas Leimkühler: people.mpi-inf.mpg.de/~tleimkue/ Gilles Rainer: scholar.google.com/citations?user=uRSdPokAAAAJ&hl=en Clement Jambon: www.linkedin.com...
Interactive simulation of plume and pyroclastic volcanic ejections
มุมมอง 4.2K2 ปีที่แล้ว
This is the supplemental video of our publication "Interactive simulation of plume and pyroclastic volcanic ejections". Maud Lastic, Damien Rohmer, Guillaume Cordonnier, Claude Jaupart, Fabrice Neyret, Marie-Paule Cani. Proceedings of the ACM in Computer Graphics and Interactive Techniques, Volume 5, Number 1, pp.1-15 - May 2022
Active Exploration for Neural Global Illumination of Variable Scenes
มุมมอง 3072 ปีที่แล้ว
Active Exploration for Neural Global Illumination of Variable Scenes
Active Exploration for Neural Global Illumination of Variable Scenes
มุมมอง 4062 ปีที่แล้ว
Active Exploration for Neural Global Illumination of Variable Scenes
FreeStyleGAN: Free-view Editable Portrait Rendering with the Camera Manifold (SIGGRAPH Asia 2021)
มุมมอง 2.3K3 ปีที่แล้ว
FreeStyleGAN: Free-view Editable Portrait Rendering with the Camera Manifold (SIGGRAPH Asia 2021)
Video-Based Rendering of Dynamic Stationary Environments from Unsynchronized Inputs
มุมมอง 4173 ปีที่แล้ว
Video-Based Rendering of Dynamic Stationary Environments from Unsynchronized Inputs
Point-Based Neural Rendering with Per-View Optimization
มุมมอง 6K3 ปีที่แล้ว
Point-Based Neural Rendering with Per-View Optimization
Free-viewpoint Indoor Neural Relighting from Multi-view Stereo
มุมมอง 1.4K3 ปีที่แล้ว
Free-viewpoint Indoor Neural Relighting from Multi-view Stereo
Authoring Consistent Landscapes with Flora and Fauna
มุมมอง 6823 ปีที่แล้ว
Authoring Consistent Landscapes with Flora and Fauna
Hybrid Image-based Rendering for Free-view Synthesis
มุมมอง 8353 ปีที่แล้ว
Hybrid Image-based Rendering for Free-view Synthesis
Lifting Freehand Concept Sketches Into 3D (SIGGRAPH Asia 2020)
มุมมอง 2.3K4 ปีที่แล้ว
Lifting Freehand Concept Sketches Into 3D (SIGGRAPH Asia 2020)
Glossy Probe Reprojection for Interactive Global Illumination
มุมมอง 1.2K4 ปีที่แล้ว
Glossy Probe Reprojection for Interactive Global Illumination
Guided Fine-Tuning for Large-Scale Material Transfer: Results
มุมมอง 4734 ปีที่แล้ว
Guided Fine-Tuning for Large-Scale Material Transfer: Results
Image-Based Rendering of Cars using Semantic Labels and Approximate Reflection Flow
มุมมอง 9294 ปีที่แล้ว
Image-Based Rendering of Cars using Semantic Labels and Approximate Reflection Flow
Repurposing a Relighting Network for Realistic Compositions of Captured Scenes
มุมมอง 3594 ปีที่แล้ว
Repurposing a Relighting Network for Realistic Compositions of Captured Scenes
OpenSketch: A Richly-Annotated Dataset of Product Design Sketches
มุมมอง 1.8K5 ปีที่แล้ว
OpenSketch: A Richly-Annotated Dataset of Product Design Sketches
Combining voxel and normal predictions for multi-view 3D sketching
มุมมอง 4725 ปีที่แล้ว
Combining voxel and normal predictions for multi-view 3D sketching

ความคิดเห็น

  • @scopehitmoneyundrpglitches
    @scopehitmoneyundrpglitches หลายเดือนก่อน

    WOW great job this is verry impressiv. I don't Belive what my Eyes see....

  • @Daexx5
    @Daexx5 2 หลายเดือนก่อน

    I was here before it went mainstream. It's awesome!

  • @yaelm631
    @yaelm631 3 หลายเดือนก่อน

    This looks amazing!

  • @trollenz
    @trollenz 3 หลายเดือนก่อน

    👏🏻👏🏻👏🏻

  • @nitisharora41
    @nitisharora41 4 หลายเดือนก่อน

    Very simplistic explanation.

  • @jatigre1
    @jatigre1 4 หลายเดือนก่อน

    VR and Google Maps in a few years will be awesome

  • @SonicEclipse456
    @SonicEclipse456 4 หลายเดือนก่อน

    Cyberpunk 2077 brain dance irl

  • @mousatat7392
    @mousatat7392 5 หลายเดือนก่อน

    Great job, i cannot wait to try it, When will the code be released?

  • @TESRG35
    @TESRG35 5 หลายเดือนก่อน

    1. Wouldn't it be more accurate to compare 3dgs to nerf when both are either initialized at random or both with sfm points? 2. Since this method is based on rendering and not ray tracing, how can it do such a good job at modeling the sun reflecting of a shiny object like the countertop only at certain angles?

  • @ltone7307
    @ltone7307 5 หลายเดือนก่อน

    I would like to know what equipment this was taken with

  • @0x0dad
    @0x0dad 5 หลายเดือนก่อน

    So neat, I'm not even 100% sure that I know what I'm looking at?

  • @VanMapper
    @VanMapper 6 หลายเดือนก่อน

    Okay

  • @ntcnorskgaming8740
    @ntcnorskgaming8740 6 หลายเดือนก่อน

    Damn thats cool

  • @bilyyj
    @bilyyj 6 หลายเดือนก่อน

    Oh my God. I'm shaking right now

  • @KHamurdik
    @KHamurdik 6 หลายเดือนก่อน

    beautiful

  • @Seercho
    @Seercho 9 หลายเดือนก่อน

    Deckard: Enhance...

  • @mr.critic
    @mr.critic ปีที่แล้ว

    Mind blowing

  • @TedHolmwood
    @TedHolmwood ปีที่แล้ว

    Will this be available for public/professional use soon?

  • @hubertwojniak5541
    @hubertwojniak5541 ปีที่แล้ว

    That's amazing! Good job : O

  • @kelligwamtwa3958
    @kelligwamtwa3958 ปีที่แล้ว

    🤯

  • @AlexTuduran
    @AlexTuduran ปีที่แล้ว

    The future of gaming just got set.

  •  ปีที่แล้ว

    can we generate the point cloud instead of capture it from real life? i'm thinking of game development use cases

  • @Dragonblood94
    @Dragonblood94 ปีที่แล้ว

    Streetview is about to become the biggest game map ever

  • @saltmuffinLGDPS
    @saltmuffinLGDPS ปีที่แล้ว

    every damn day we get closer to a hype realistic optimized vr game

  • @CornuDev
    @CornuDev ปีที่แล้ว

    Amazing

  • @SexualChocolate
    @SexualChocolate ปีที่แล้ว

    Can anyone say unlimited detail?

  • @gridvid
    @gridvid ปีที่แล้ว

    Waiting for this rendering tech to be available in Blender, Unreal and Unity 😊

    • @trollenz
      @trollenz ปีที่แล้ว

      I've seen plugins for unreal and unity

  • @theishiopian68
    @theishiopian68 ปีที่แล้ว

    Every day we get closer to the holodeck

  • @homarslamson
    @homarslamson ปีที่แล้ว

    in the 90s

  • @ewerybody
    @ewerybody ปีที่แล้ว

    What's a gaussian? 😐

    • @andybrice2711
      @andybrice2711 ปีที่แล้ว

      In this context: Basically a blurry egg-shape floating in space.

    • @drdca8263
      @drdca8263 ปีที่แล้ว

      A Gaussian is the bell curve shape (or a 2D or 3D or etc. version of this)

  • @lunaletuna
    @lunaletuna ปีที่แล้ว

    I wonder if you could say train an ai on Gaussian splatters of animals that come from the input of dna sequences if you could get it to output mammoths

    • @Universaa
      @Universaa ปีที่แล้ว

      it will certainly be intriguing.

  • @Instant_Nerf
    @Instant_Nerf ปีที่แล้ว

    The future will be representation. I wonder if there is enough viewing angles on smartphones for real time representation.. or maybe a sort of setup with multiple cameras? Or maybe the LiDAR on an iPhone has enough depth for representation ?

  • @shottysteve
    @shottysteve ปีที่แล้ว

    What a time to be alive!

  • @greg.skvortsov
    @greg.skvortsov ปีที่แล้ว

    Just imagine the future: an instant 3D models mrom a mobile phone camera!

  • @FrankHarwald
    @FrankHarwald ปีที่แล้ว

    Problem: neither PSNR nor plain SSIM, while very easy to compute, are particular good measures for subjective image similarities - someone better run these tests with more meaningful metrics like MS-SSIM & VMAF (which on top of being more close to human perception of visual differences are also used in many existing image quality, restoration & compression tests).

  • @zodchiy3d
    @zodchiy3d ปีที่แล้ว

    Awesome! I want to see those scenes in VR! 🥽

    • @c016smith52
      @c016smith52 ปีที่แล้ว

      Me too, I hope this is something that could port into something on Quest, via Unity/VR or otherwise!

  • @blifx
    @blifx ปีที่แล้ว

    *makes fake vengeance p*rn using photos of a bedroom*

  • @naninano8813
    @naninano8813 ปีที่แล้ว

    finally something that is easy to interpret and to work with. no idea how come they are able tor render novel views that fast. if every scene has >100k splats, I would pre-render them into bilboard sprites, but how come reflections are so good?

    • @LeePenkman
      @LeePenkman ปีที่แล้ว

      The colours are stored with some extra view dependant properties which I think helps

    • @naninano8813
      @naninano8813 ปีที่แล้ว

      @@LeePenkman I since found out that one of splat's parameters (also learned) are spherical harmonic coefficients. and there is a marvelous breakdown of all the math in "Spherical Harmonic Lighting: The Gritty Details". easy read. still reading it.

    • @Expanses02
      @Expanses02 10 หลายเดือนก่อน

      @@naninano8813 Thanks for referring this.

  • @samsoulee
    @samsoulee ปีที่แล้ว

    The future of photography 😱

  • @ShaharHarshuv
    @ShaharHarshuv ปีที่แล้ว

    I don't understand any of the technical terms but that looks like dark magic to me. This is like, good enough to use in high end films now.

  • @jajajinks1569
    @jajajinks1569 ปีที่แล้ว

    Wtf this is like pure magic. Amazing work, can’t wait to see it in action!!

  • @oliviercampagne1726
    @oliviercampagne1726 ปีที่แล้ว

    can we say that is just amazing !!

  • @Fiwiipe
    @Fiwiipe ปีที่แล้ว

    Waiting for a tutorial for how to setup 😍

  • @VitaliyHAN
    @VitaliyHAN ปีที่แล้ว

    wow

  • @deadbeat_genius_daydreamer
    @deadbeat_genius_daydreamer ปีที่แล้ว

    C'est magnifique

  • @ElQaheryProductions
    @ElQaheryProductions ปีที่แล้ว

    what gets optimized during backprop?

    • @elfferich1212
      @elfferich1212 ปีที่แล้ว

      gaussians

    • @andybrice2711
      @andybrice2711 ปีที่แล้ว

      Essentially: A cloud of blurry ellipses. Their dimensions and rotations, and what colour they appear from different viewing angles.

    • @ElQaheryProductions
      @ElQaheryProductions ปีที่แล้ว

      @@andybrice2711 thanks!

  • @akiray1999
    @akiray1999 ปีที่แล้ว

    amazing

  • @MonsterJuiced
    @MonsterJuiced ปีที่แล้ว

    What an incredible achievement, how do I get my hands on this? :o

  • @v000000000000v
    @v000000000000v ปีที่แล้ว

    any comparisons with mobilenerf?

  • @WhiteDragon103
    @WhiteDragon103 ปีที่แล้ว

    How are non-lambertian (i.e. viewpoint dependent) effects, like fresnel, specular, etc. achieved with this approach? It appears as though the technique struggles to represent glass (e.g. the reflections and transparency of the windscreen as shown in the project page). I suppose one approach may be to optimize spherical harmonics coefficients which are later pruned after training, though this may result in really bad ringing. Or you could have a "cone of influence" (cone orientation quaternion, anisotropic cone fov) that defines the opacity of a given gaussian depending on the viewing angle. Unfortunately this would likely massively increase the number of gaussians you'd need for certain surfaces, and you may need to know how many to allocate for these surfaces ahead of time for initialization. Third, you could have a very sparse voxel grid of learned functions that converts the viewing angle from the gaussian center position, and the gaussian center position within the voxel cell, to rgba. This may be the fastest, as you'd only need to evaluate this once per gaussian per frame, not per pixel.

    • @arsenurano4164
      @arsenurano4164 ปีที่แล้ว

      It's written in the paper, sh coefficients is optimized during training too