Name: | Lukas Höllein |
---|---|
Position: | Ph.D Candidate |
E-Mail: | lukas.hoellein@tum.de |
Phone: | +49 (89) 289 - 18164 |
Room No: | 02.07.038 |
3DGS-LM: Faster Gaussian-Splatting Optimization with Levenberg-Marquardt |
---|
Lukas Höllein, Aljaž Božič, Michael Zollhöfer, Matthias Nießner |
arXiv |
3DGS-LM accelerates Gaussian-Splatting optimization by replacing the ADAM optimizer with Levenberg-Marquardt. We propose a highly-efficient GPU parallization scheme for PCG and implement it in custom CUDA kernels that compute Jacobian-vector products. |
[video][bibtex][project page] |
ViewDiff: 3D-Consistent Image Generation with Text-to-Image Models |
---|
Lukas Höllein, Aljaž Božič, Norman Müller, David Novotny, Hung-Yu Tseng, Christian Richardt, Michael Zollhöfer, Matthias Nießner |
CVPR 2024 |
ViewDiff generates high-quality, multi-view consistent images of a real-world 3D object in authentic surroundings. We turn pretrained text-to-image model into 3D consistent image generator by finetuning them with multi-view supervision. |
[video][bibtex][project page] |
Text2Room: Extracting Textured 3D Meshes from 2D Text-to-Image Models |
---|
Lukas Höllein, Ang Cao, Andrew Owens, Justin Johnson, Matthias Nießner |
ICCV 2023 |
Text2Room generates textured 3D meshes from a given text prompt using 2D text-to-image models. The core idea of our approach is a tailored viewpoint selection such that the content of each image can be fused into a seamless, textured 3D mesh. More specifically, we propose a continuous alignment strategy that iteratively fuses scene frames with the existing geometry. |
[video][bibtex][project page] |
StyleMesh: Style Transfer for Indoor 3D Scene Reconstructions |
---|
Lukas Höllein, Justin Johnson, Matthias Nießner |
CVPR 2022 |
We apply style transfer on mesh reconstructions of indoor scenes. We optimize an explicit texture for the reconstructed mesh of a scene and stylize it jointly from all available input images. Our depth- and angle-aware optimization leverages surface normal and depth data of the underlying mesh to create a uniform and consistent stylization for the whole scene. |
[video][bibtex][project page] |