Searcharxiv⌕ Search

arXiv subjects

Grzegorz Wilczyński

Publications and source records attributed to Grzegorz Wilczyński.

6 recordsLinked to original sources

Floating Radiance Networks

Recent advances in neural scene representations enable photorealistic novel-view synthesis, yet most methods remain tightly coupled to a single rendering paradigm, limiting their versatility and integration with conventional graphics workflows. We introduce Floating Radiance Networks (FlaRe), a neural scene representation combining explicit ray-traceable geometry with continuous neural radiance functions. A scene is represented by floating planar generalized Gaussian primitives, each carrying a compact latent descriptor of a local radiance field. A lightweight decoder shared across the scene maps this descriptor, local surface coordinates, and viewing direction to color and opacity. This formulation preserves the expressiveness of neural fields while providing an explicitly addressable structure that can be efficiently queried and manipulated. Hardware-accelerated primitive intersections enable interactive rendering and recursive ray-tracing, including reflections, refractions, transparency, and shadows. The same representation further supports primitive-level deformation, mesh extraction, and appearance stylization directly in its learned descriptor space. Experiments across standard reconstruction benchmarks demonstrate competitive rendering quality while using a compact set of primitives. Together, these results establish FlaRe as a versatile representation that brings high-fidelity neural rendering, ray-tracing, geometric manipulation, and appearance editing into a unified scene model. Source code is available online. Source code can be found at: https://github.com/KByrski/FlaRe

cs.CV↗

MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization

Gaussian Splatting (GS) is a recent and pivotal technique in 3D computer graphics. GS-based algorithms almost always bypass classical methods such as ray tracing, which offer numerous inherent advantages for rendering. For example, ray tracing can handle incoherent rays for advanced lighting effects, including shadows and reflections. To address this limitation, we introduce MeshSplats, a method which converts GS to a mesh-like format. Following the completion of training, MeshSplats transforms Gaussian elements into mesh faces, enabling rendering using ray tracing methods with all their associated benefits. Our model can be utilized immediately following transformation, yielding a mesh of slightly reduced reconstruction quality without additional training. Furthermore, we can enhance the quality by applying a dedicated optimization algorithm that operates on mesh faces rather than Gaussian components. Importantly, MeshSplats acts as a wrapper, converting pre-trained GS models into a ray-traceable format. The efficacy of our method is substantiated by experimental results, underscoring its extensive applications in computer graphics and image processing.

cs.GR↗

IRIS: Intersection-aware Ray-based Implicit Editable Scenes

Neural Radiance Fields achieve high-fidelity scene representation but suffer from costly training and rendering, while 3D Gaussian splatting offers real-time performance with strong empirical results. Recently, solutions that harness the best of both worlds by using Gaussians as proxies to guide neural field evaluations, still suffer from significant computational inefficiencies. They typically rely on stochastic volumetric sampling to aggregate features, which severely limits rendering performance. To address this issue, a novel framework named IRIS (Intersection-aware Ray-based Implicit Editable Scenes) is introduced as a method designed for efficient and interactive scene editing. To overcome the limitations of standard ray marching, an analytical sampling strategy is employed that precisely identifies interaction points between rays and scene primitives, effectively eliminating empty space processing. Furthermore, to address the computational bottleneck of spatial neighbor lookups, a continuous feature aggregation mechanism is introduced that operates directly along the ray. By interpolating latent attributes from sorted intersections, costly 3D searches are bypassed, ensuring geometric consistency, enabling high-fidelity, real-time rendering, and flexible shape editing. Code can be found at https://github.com/gwilczynski95/iris.

cs.CV↗

QuantumGS: Quantum Encoding Framework for Gaussian Splatting

Recent advances in neural rendering, particularly 3D Gaussian Splatting (3DGS), have enabled real-time rendering of complex scenes. However, standard 3DGS relies on spherical harmonics, which often struggle to accurately capture high-frequency view-dependent effects such as sharp reflections and transparency. While hybrid approaches like Viewing Direction Gaussian Splatting (VDGS) mitigate this limitation using classical Multi-Layer Perceptrons (MLPs), they remain limited by the expressivity of classical networks in low-parameter regimes. In this paper, we introduce QuantumGS, a novel hybrid framework that integrates Variational Quantum Circuits (VQC) into the Gaussian Splatting pipeline. We propose a unique encoding strategy that maps the viewing direction directly onto the Bloch sphere, leveraging the natural geometry of qubits to represent 3D directional data. By replacing classical color-modulating networks with quantum circuits generated via a hypernetwork or conditioning mechanism, we achieve higher expressivity and better generalization. Source code is available in the supplementary material. Code is available at https://github.com/gwilczynski95/QuantumGS

quant-ph↗

HuSc3D: Human Sculpture dataset for 3D object reconstruction

3D scene reconstruction from 2D images is one of the most important tasks in computer graphics. Unfortunately, existing datasets and benchmarks concentrate on idealized synthetic or meticulously captured realistic data. Such benchmarks fail to convey the inherent complexities encountered in newly acquired real-world scenes. In such scenes especially those acquired outside, the background is often dynamic, and by popular usage of cell phone cameras, there might be discrepancies in, e.g., white balance. To address this gap, we present HuSc3D, a novel dataset specifically designed for rigorous benchmarking of 3D reconstruction models under realistic acquisition challenges. Our dataset uniquely features six highly detailed, fully white sculptures characterized by intricate perforations and minimal textural and color variation. Furthermore, the number of images per scene varies significantly, introducing the additional challenge of limited training data for some instances alongside scenes with a standard number of views. By evaluating popular 3D reconstruction methods on this diverse dataset, we demonstrate the distinctiveness of HuSc3D in effectively differentiating model performance, particularly highlighting the sensitivity of methods to fine geometric details, color ambiguity, and varying data availability--limitations often masked by more conventional datasets.

cs.CV↗

REdiSplats: Ray Tracing for Editable Gaussian Splatting

Gaussian Splatting (GS) has become one of the most important neural rendering algorithms. GS represents 3D scenes using Gaussian components with trainable color and opacity. This representation achieves high-quality renderings with fast inference. Regrettably, it is challenging to integrate such a solution with varying light conditions, including shadows and light reflections, manual adjustments, and a physical engine. Recently, a few approaches have appeared that incorporate ray-tracing or mesh primitives into GS to address some of these caveats. However, no such solution can simultaneously solve all the existing limitations of the classical GS. Consequently, we introduce REdiSplats, which employs ray tracing and a mesh-based representation of flat 3D Gaussians. In practice, we model the scene using flat Gaussian distributions parameterized by the mesh. We can leverage fast ray tracing and control Gaussian modification by adjusting the mesh vertices. Moreover, REdiSplats allows modeling of light conditions, manual adjustments, and physical simulation. Furthermore, we can render our models using 3D tools such as Blender or Nvdiffrast, which opens the possibility of integrating them with all existing 3D graphics techniques dedicated to mesh representations.

cs.CV↗