Pinned Tweet
๐ข Looking for 1 PhD student (3 years) in Vienna!
We have an open position for someone to tackle MASSIVE 3D datasets and turn them into instant visuals for display, editing, and interacting!
You will be supervised by Vienna's Dr. Schรผtz and myself (remote). Link in comment.
Bernhard Kerbl retweeted
๐ข๐ข๐ข ๐๐ฉ๐ก๐๐ซ๐ข๐๐๐ฅ ๐๐จ๐ซ๐จ๐ง๐จ๐ข: directional appearance as a differentiable partition of the sphere
โย Project: sphericalvoronoi.github.io
โย Paper: arxiv.org/abs/2512.14180
โย Colab: tinyurl.com/spherical-voronoโฆ
Project led by ๐
๐ซ๐๐ง๐๐๐ฌ๐๐จ ๐๐ข ๐๐๐ซ๐ข๐จ (graduating!)
Iโm heading to SIGGRAPH Asia 2025 in #HongKong this 15-18 Dec! Looking forward to connecting with peeps & exploring the latest in graphics and visual AI!
Bernhard Kerbl retweeted
Introducing Generative View Stitching (GVS), a non-autoregressive sampling method for length extrapolation of video diffusion models. GVS enables collision-free camera-guided video generation for predefined trajectories, including Oscar Reutersvรคrd's Impossible Staircase (1/9).
Heading to ICCV to see the latest and craziest in visual computing and machine learning! My schedules are wide open and I would love to chat about anything research, feel free to reach out!
Bernhard Kerbl retweeted
Checkout our new SIGGRAPH Asia 2025 paper: repo-sam.inria.fr/nerphys/edโฆ. For more details see linkedin.com/posts/george-drโฆ
Bernhard Kerbl retweeted
๐ข๐ข๐ข ๐๐ซ๐ข๐๐ง๐ ๐ฅ๐ ๐๐ฉ๐ฅ๐๐ญ๐ญ๐ข๐ง๐ +: ๐๐ข๐๐๐๐ซ๐๐ง๐ญ๐ข๐๐๐ฅ๐ ๐๐๐ง๐๐๐ซ๐ข๐ง๐ ๐ฐ๐ข๐ญ๐ก ๐๐ฉ๐๐ช๐ฎ๐ ๐๐ซ๐ข๐๐ง๐ ๐ฅ๐๐ฌ.
โ Project: trianglesplatting2.github.io
โ ArXiv: arxiv.org/pdf/2509.25122
โย โ ๏ธCode released on October 8th
SIGGRAPH is over, but the papers remain!
If you missed it, our team presented Echoes of the Coliseum: Towards 3D Live Streaming of Sports Events
Check it out here:
humansensinglab.github.io/baโฆ
doi.org/10.1145/3731214
Our approach to interactive reconstruction uses distributed GPUs & coarse-to-fine optimization, with photorealistic results that scale effortlessly. The BASKET-Multiview tests fidelity in true 3D, making it an exceptional benchmark for evaluating 4D scene reconstruction quality.
This was a great effort by the young team at @CarnegieMellon , supervised by @FerranDeLaTorre , and Francisco Carrasco Vicente, led by @saswat_mallick , Junkai Huang, with Marc Ruiz Olle, @claansy_ , and Albert Mosella-Montoro.
Janusch, take the wheel
Bernhard Kerbl retweeted
We are very excited to announce our work "On-the-fly Reconstruction for Large-Scale Novel View Synthesis from Unposed Images", to be presented at #SIGGRAPH2025!
Learn more: repo-sam.inria.fr/nerphys/onโฆ
1/3
Bernhard Kerbl retweeted
StochasticSplats: Stochastic Rasterization for Sorting-Free 3D Gaussian Splatting
Abstract:
3D Gaussian splatting (3DGS) is a popular radiance field method with many application-specific extensions. Most variants rely on the same core algorithm: depth-sorting of Gaussian splats followed by rasterizing in primitive order. This ensures correct alpha compositing but can cause rendering artifacts due to built-in approximations.
Moreover, for a fixed representation, sorted rendering offers little control over render cost and visual fidelity. For example, counter-intuitively, rendering a lower-resolution image is not necessarily faster.
In this work, we address these limitations by combining 3D Gaussian splatting with stochastic rasterization. Concretely, we leverage an unbiased Monte Carlo estimator of the volume rendering equation. This removes the need for sorting and allows for accurate 3D blending of overlapping Gaussians.
The number of Monte Carlo samples further imbues 3DGS with a way to trade off computation time and quality. We implement our method using OpenGL shaders, enabling efficient rendering on modern GPU hardware. At a reasonable visual quality, our method renders more than four times faster than sorted rasterization.
Two days after the h-1b fallout, and 80% of the nazi stuff has vanished from my twitter feed. Interesting?
Bernhard Kerbl retweeted
This project blew my mind! It looks just as good as 3DGS but it has no per-scene optimization or reconstruction. Every frame is generated *from scratch* and it nevertheless runs in real-time. quark-3d.github.io/
The original 3DGS code is an academic research project, the fact that somebody is still actively improving it 1.5 years later is ๐งโ๐ณ๐ (chef's kiss)
Some new updates were quietly pushed on the inria-3dgs repository:
1. Integration of the Taming3DGS
2. Integration of pre-filtering similar to Mip-Splatting
3. Depth regularization and Exposure regularization
4. QoL improvements on the sIBR viewer.
Nice work from @alanvinx














