Scene reconstruction research paper using voxels and splats
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SCube addresses large-scale 3D scene reconstruction, enabling instant generation of detailed and coherent scene representations. It targets researchers and engineers working with complex 3D environments, offering a novel approach to scene synthesis and reconstruction. The primary benefit is the ability to reconstruct and represent vast scenes efficiently.
How It Works
SCube employs a multi-stage generative approach. It first uses a VAE to encode scene geometry into a latent voxel representation, followed by a diffusion model for detailed geometry reconstruction. Finally, a Gaussian Splatting model (GSM) is used for appearance reconstruction. This cascaded approach allows for efficient handling of large-scale scenes by progressively refining the representation from coarse to fine details.
Quick Start & Requirements
environment.yml
.conda-libmamba-solver
, mmcv>=2.0.0
, mmsegmentation>=1.0.0
, and Weights & Biases (WandB) for logging. Waymo dataset (v1.4.2) is required for training and inference.Highlighted Details
Maintenance & Community
The project is from NVIDIA Toronto Labs, with related works including InfiniCube and XCube. No specific community links (Discord/Slack) are provided in the README.
Licensing & Compatibility
Licensed under the Nvidia Source Code License. This license may have restrictions on commercial use and distribution.
Limitations & Caveats
The data processing pipeline is computationally intensive and time-consuming. The project relies heavily on Weights & Biases for experiment tracking, and specific versions of MMCV might cause compatibility issues. The license type should be carefully reviewed for commercial applications.
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