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Levio Leo

dblp:396/8055 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2024
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
3D vision · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › neural rendering
3d gaussian splatting
0.812024
Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View Synthesis · NeurIPS 2024
Computer vision › 3D vision
novel view synthesis
0.812024
Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View Synthesis · NeurIPS 2024
Computer vision › 3D vision › novel view synthesis
sparse view synthesis
0.812024
Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View Synthesis · NeurIPS 2024
Computer vision › 3D vision
neural radiance field
0.212024
Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View Synthesis · NeurIPS 2024

Methods — techniques the papers use, named apart from their topics

ray-based gaussian primitives · 0.8matching priors · 0.8
YearPublicationVenuePosition
2024 Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View Synthesis
abstract
Despite the substantial progress of novel view synthesis, existing methods, either based on the Neural Radiance Fields (NeRF) or more recently 3D Gaussian Splatting (3DGS), suffer significant degradation when the input becomes sparse. Numerous efforts have been introduced to alleviate this problem, but they still struggle to synthesize satisfactory results efficiently, especially in the large scene. In this paper, we propose SCGaussian, a Structure Consistent Gaussian Splatting method using matching priors to learn 3D consistent scene structure. Considering the high interdependence of Gaussian attributes, we optimize the scene structure in two folds: rendering geometry and, more importantly, the position of Gaussian primitives, which is hard to be directly constrained in the vanilla 3DGS due to the non-structure property. To achieve this, we present a hybrid Gaussian representation. Besides the ordinary non-structure Gaussian primitives, our model also consists of ray-based Gaussian primitives that are bound to matching rays and whose optimization of their positions is restricted along the ray. Thus, we can utilize the matching correspondence to directly enforce the position of these Gaussian primitives to converge to the surface points where rays intersect. Extensive experiments on forward-facing, surrounding, and complex large scenes show the effectiveness of our approach with state-of-the-art performance and high efficiency. Code is available at https://github.com/prstrive/SCGaussian.
Wangze Xu, Luyang Tang, Levio Leo, Jianbo Jiao, Ronggang Wang
NeurIPS4