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Main Authors: Lim, Adrian Xuan Wei, Ng, Lynnette Hui Xian, Kyger, Nicholas, Michigami, Tomo, Baghernezhad, Faraz
Format: Preprint
Published: 2024
Subjects:
Online Access:https://arxiv.org/abs/2406.11570
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author Lim, Adrian Xuan Wei
Ng, Lynnette Hui Xian
Kyger, Nicholas
Michigami, Tomo
Baghernezhad, Faraz
author_facet Lim, Adrian Xuan Wei
Ng, Lynnette Hui Xian
Kyger, Nicholas
Michigami, Tomo
Baghernezhad, Faraz
contents Radiance fields produce high fidelity images with high rendering speed, but are difficult to manipulate. We effectively perform avatar texture transfer across different appearances by combining benefits from radiance fields and mesh surfaces. We represent the source as a radiance field using 3D Gaussian Splatter, then project the Gaussians on the target mesh. Our pipeline consists of Source Preconditioning, Target Vectorization and Texture Projection. The projection completes in 1.12s in a pure CPU compute, compared to baselines techniques of Per Face Texture Projection and Ray Casting (31s, 4.1min). This method lowers the computational requirements, which makes it applicable to a broader range of devices from low-end mobiles to high end computers.
format Preprint
id arxiv_https___arxiv_org_abs_2406_11570
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Projecting Radiance Fields to Mesh Surfaces
Lim, Adrian Xuan Wei
Ng, Lynnette Hui Xian
Kyger, Nicholas
Michigami, Tomo
Baghernezhad, Faraz
Graphics
Radiance fields produce high fidelity images with high rendering speed, but are difficult to manipulate. We effectively perform avatar texture transfer across different appearances by combining benefits from radiance fields and mesh surfaces. We represent the source as a radiance field using 3D Gaussian Splatter, then project the Gaussians on the target mesh. Our pipeline consists of Source Preconditioning, Target Vectorization and Texture Projection. The projection completes in 1.12s in a pure CPU compute, compared to baselines techniques of Per Face Texture Projection and Ray Casting (31s, 4.1min). This method lowers the computational requirements, which makes it applicable to a broader range of devices from low-end mobiles to high end computers.
title Projecting Radiance Fields to Mesh Surfaces
topic Graphics
url https://arxiv.org/abs/2406.11570