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Elias Brugger

Publications and source records attributed to Elias Brugger.

2 recordsLinked to original sources

GSComplete: Gaussian Splat Completion with 2D Diffusion Priors

Gaussian splats provide a fast, high-fidelity representation for 3D objects but are often constructed from incomplete input data in practice, leaving missing regions. Existing completion methods either do not preserve the original splats or require scarcely available 3D training data. We propose GSComplete, which combines 3D generation based on Score Distillation Sampling with a novel preservation loss that encourages the original splats to be preserved where they should be visible. This effectively completes the Gaussian splat object using only 2D diffusion priors while fully preserving existing splats and generating new splats only in missing regions, without occluding the input. To evaluate our approach, we introduce a new dataset of partial Gaussian splat objects and show that GSComplete achieves significantly more accurate preservation of the input than existing methods with comparable plausibility of the completed result. Our code and dataset will be made available upon acceptance.

cs.CV

Test Scene Design for Physically Based Rendering

Physically based rendering is a discipline in computer graphics which aims at reproducing certain light and material appearances that occur in the real world. Complex scenes can be difficult to compute for rendering algorithms. This paper introduces a new comprehensive test database of scenes that treat different light setups in conjunction with diverse materials and discusses its design principles. A lot of research is focused on the development of new algorithms that can deal with difficult light conditions and materials efficiently. This database delivers a comprehensive foundation for evaluating existing and newly developed rendering techniques. A final evaluation compares different results of different rendering algorithms for all scenes.

cs.GR