Search Results for author: Mark Boss

Found 8 papers, 4 papers with code

SV3D: Novel Multi-view Synthesis and 3D Generation from a Single Image using Latent Video Diffusion

no code implementations18 Mar 2024 Vikram Voleti, Chun-Han Yao, Mark Boss, Adam Letts, David Pankratz, Dmitry Tochilkin, Christian Laforte, Robin Rombach, Varun Jampani

In this work, we propose SV3D that adapts image-to-video diffusion model for novel multi-view synthesis and 3D generation, thereby leveraging the generalization and multi-view consistency of the video models, while further adding explicit camera control for NVS.

3D Generation 3D Reconstruction +2

SHINOBI: Shape and Illumination using Neural Object Decomposition via BRDF Optimization In-the-wild

no code implementations18 Jan 2024 Andreas Engelhardt, Amit Raj, Mark Boss, Yunzhi Zhang, Abhishek Kar, Yuanzhen Li, Deqing Sun, Ricardo Martin Brualla, Jonathan T. Barron, Hendrik P. A. Lensch, Varun Jampani

We present SHINOBI, an end-to-end framework for the reconstruction of shape, material, and illumination from object images captured with varying lighting, pose, and background.

Inverse Rendering Object

NeRD: Neural Reflectance Decomposition from Image Collections

1 code implementation ICCV 2021 Mark Boss, Raphael Braun, Varun Jampani, Jonathan T. Barron, Ce Liu, Hendrik P. A. Lensch

This problem is inherently more challenging when the illumination is not a single light source under laboratory conditions but is instead an unconstrained environmental illumination.

Depth Prediction Image Relighting +3

Two-shot Spatially-varying BRDF and Shape Estimation

1 code implementation CVPR 2020 Mark Boss, Varun Jampani, Kihwan Kim, Hendrik P. A. Lensch, Jan Kautz

Extensive experiments on both synthetic and real-world datasets show that our network trained on a synthetic dataset can generalize well to real-world images.

Vocal Bursts Valence Prediction

Single Image BRDF Parameter Estimation with a Conditional Adversarial Network

no code implementations11 Oct 2019 Mark Boss, Hendrik P. A. Lensch

Creating plausible surfaces is an essential component in achieving a high degree of realism in rendering.

Retrieval

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