Search Results for author: Wieland Morgenstern

Found 7 papers, 2 papers with code

Gaussian Splatting Decoder for 3D-aware Generative Adversarial Networks

no code implementations16 Apr 2024 Florian Barthel, Arian Beckmann, Wieland Morgenstern, Anna Hilsmann, Peter Eisert

By training a decoder that maps implicit NeRF representations to explicit 3D Gaussian Splatting attributes, we can integrate the representational diversity and quality of 3D GANs into the ecosystem of 3D Gaussian Splatting for the first time.

Decoder

Compact 3D Scene Representation via Self-Organizing Gaussian Grids

1 code implementation19 Dec 2023 Wieland Morgenstern, Florian Barthel, Anna Hilsmann, Peter Eisert

In this paper, we introduce a compact scene representation organizing the parameters of 3D Gaussian Splatting (3DGS) into a 2D grid with local homogeneity, ensuring a drastic reduction in storage requirements without compromising visual quality during rendering.

Animating NeRFs from Texture Space: A Framework for Pose-Dependent Rendering of Human Performances

no code implementations6 Nov 2023 Paul Knoll, Wieland Morgenstern, Anna Hilsmann, Peter Eisert

The extension to a controllable synthesis of dynamic human performances poses an exciting research question.

Imposing Temporal Consistency on Deep Monocular Body Shape and Pose Estimation

no code implementations7 Feb 2022 Alexandra Zimmer, Anna Hilsmann, Wieland Morgenstern, Peter Eisert

In detail, we derive parameters of a sequence of body models, representing shape and motion of a person, including jaw poses, facial expressions, and finger poses.

Pose Estimation

Going beyond Free Viewpoint: Creating Animatable Volumetric Video of Human Performances

no code implementations2 Sep 2020 Anna Hilsmann, Philipp Fechteler, Wieland Morgenstern, Wolfgang Paier, Ingo Feldmann, Oliver Schreer, Peter Eisert

Going beyond the application of free-viewpoint volumetric video, we allow re-animation and alteration of an actor's performance through (i) the enrichment of the captured data with semantics and animation properties and (ii) applying hybrid geometry- and video-based animation methods that allow a direct animation of the high-quality data itself instead of creating an animatable model that resembles the captured data.

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