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Unified Gaussian Primitives for Scene Representation and Rendering

A new rendering primitive based on 3D Gaussian distributions aims to bridge the gap between mesh, voxel, and splat workflows. The paper argues it can handle glossy surfaces, fuzzy materials, and physically based scattering in one representation, which is especially interesting for graphics programmers working on lighting and scene reconstruction.

First reported 3 months, 2 weeks ago • graphics graphics research 3d gaussian scene representation
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arXiv cs.GR arXiv cs.GR

Unified Gaussian Primitives for Scene Representation and Rendering

3 months, 2 weeks ago Read source
arXiv cs.GR arXiv cs.GR 1% match

Complex-Valued 2D Gaussian Representation for Computer-Generated Holography

3 months, 2 weeks ago Read source