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[ECCV 2024] Official implementation of Topo4D: Topology-Preserving Gaussian Splatting for High-Fidelity 4D Head Capture

Home Page: https://xuanchenli.github.io/Topo4D/

topo4d's Introduction

Topo4D: Topology-Preserving Gaussian Splatting for High-Fidelity 4D Head Capture (ECCV 2024)

Official implementation of Topo4D

Codes will be released before December 1st.

Citation

@article{li2024topo4d,
  title={Topo4D: Topology-Preserving Gaussian Splatting for High-Fidelity 4D Head Capture},
  author={Xuanchen, Li and Yuhao, Cheng and Xingyu, Ren and Haozhe, Jia and Di, Xu and Wenhan, Zhu and Yichao, Yan},
  journal={arXiv preprint arXiv:2406.00440},
  year={2024}
}

topo4d's People

Contributors

xuanchenli avatar xingyuren avatar cyh-sj avatar

Stargazers

 avatar Mitchell Mosure avatar Bruce Fan avatar Zhuoran Zhao avatar  avatar Cafer Mutlu ÖZKAN avatar SJH avatar Marian Basti avatar  avatar  avatar Yuan-Man avatar Vansh Rana avatar Zidu Wang avatar  avatar Alexbd_Wang avatar  avatar Possible avatar Lu Ming avatar  avatar  avatar GifCo avatar  avatar Jingjun avatar  avatar  avatar 个人公众号 Hypochondira avatar  avatar  avatar  avatar 艾梦 avatar  avatar Haitao Xiao avatar Edward Seo avatar  avatar  avatar ZZSSCC  avatar  avatar Rekkles avatar Inferencer avatar Songkey avatar  avatar  avatar  avatar  avatar Snow avatar

Watchers

Jonathan Fischoff avatar Etienne Danvoye avatar visonpon avatar Snow avatar  avatar Chao Wen avatar 个人公众号 Hypochondira avatar  avatar  avatar Vansh Rana avatar Inferencer avatar

topo4d's Issues

Codes will be shared soon

Your project is very exciting, I will be eagerly waiting for you to share the codes as soon as possible.
I wish you success.

Detailed formula derivation of Gaussian Normal Expansion in supplementary material

Regarding vertex normal offset, my understanding is to find the distance from the center to the edge of a Gaussian ellipsoid in the normal direction. Then multiply this distance by the normal vector and add it to the center of the Gaussian ellipsoid. The specific calculation formulas are given in formulas (a) and (b) in the supplementary material. How is this derived? What does multiplying the vertex normal by R^-1 represent? The paper mentions projection distance. How is this represented?

question about Texture Extraction

Congratulations on your job being accepted by eccv!

I have some questions about Texture Extraction. For the densified Gaussian mesh Gt', it is easy to map the color attributes of each Gaussian to the texture map through UV. But even after NxN densification, the number of Gaussians is still less than the number of pixels. How do you deal with the other pixels that are missing from UV mapping? And you mentioned in the paper that "Since our Gaussian meshes are topologized, we can triangulate them and map learned dense texture colors to texture maps {Mi}F−1 i=0 by a rasterization-based forward rendering method [34]." What specific operations do you refer to for completing the complete texture?

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