no code implementations • 31 Jan 2024 • Edward Bartrum, Thu Nguyen-Phuoc, Chris Xie, Zhengqin Li, Numair Khan, Armen Avetisyan, Douglas Lanman, Lei Xiao
We introduce ReplaceAnything3D model (RAM3D), a novel text-guided 3D scene editing method that enables the replacement of specific objects within a scene.
no code implementations • 18 Dec 2023 • Yiqing Liang, Numair Khan, Zhengqin Li, Thu Nguyen-Phuoc, Douglas Lanman, James Tompkin, Lei Xiao
We propose a method for dynamic scene reconstruction using deformable 3D Gaussians that is tailored for monocular video.
no code implementations • ICCV 2023 • Numair Khan, Douglas Lanman, Lei Xiao
Based on the observation that the depth complexity in local image regions is lower than that over the entire image, we split an MPI into many small, tiled regions, each with only a few depth planes.
no code implementations • 12 Jul 2023 • Florian Schiffers, PRANEETH CHAKRAVARTHULA, Nathan Matsuda, Grace Kuo, Ethan Tseng, Douglas Lanman, Felix Heide, Oliver Cossairt
The Visual Turing Test is the ultimate goal to evaluate the realism of holographic displays.
1 code implementation • CVPR 2023 • Numair Khan, Eric Penner, Douglas Lanman, Lei Xiao
The presence of dynamic objects further complicates the problem.
1 code implementation • 5 Jul 2022 • Lei Xiao, Salah Nouri, Joel Hegland, Alberto Garcia Garcia, Douglas Lanman
Virtual reality (VR) headsets provide an immersive, stereoscopic visual experience, but at the cost of blocking users from directly observing their physical environment.
1 code implementation • 16 Sep 2021 • Ethan Tseng, Grace Kuo, Seung-Hwan Baek, Nathan Matsuda, Andrew Maimone, Florian Schiffers, PRANEETH CHAKRAVARTHULA, Qiang Fu, Wolfgang Heidrich, Douglas Lanman, Felix Heide
As a result, modern holographic displays possess low \'{e}tendue, which is the product of the display area and the maximum solid angle of diffracted light.
1 code implementation • ACM Transactions on Graphics 2020 • Lei Xiao, Salah Nouri, Matt Chapman, Alexander Fix, Douglas Lanman, Anton Kaplanyan
Due to higher resolutions and refresh rates, as well as more photorealistic effects, real-time rendering has become increasingly challenging for video games and emerging virtual reality headsets.