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        "title": "Splatshop: Efficiently Editing Large Gaussian Splat Models",
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        "title": "LidarScout: Direct Out-of-Core Rendering of Massive Point Clouds",
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        "title": "Automated Prioritization for Context-Aware Re-rendering in Editing",
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        "title": "Reducing the Memory Footprint of 3D Gaussian Splatting",
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        "abstract": "3D Gaussian splatting provides excellent visual quality for novel view synthesis, with fast training and realtime rendering; unfortunately, the memory requirements of this method for storing and transmission are unreasonably high. We first analyze the reasons for this, identifying three main areas where storage can be reduced: the number of 3D Gaussian primitives used to represent a scene, the number of coefficients for the spherical harmonics used to represent directional radiance, and the precision required to store Gaussian primitive attributes. We present a solution to each of these issues. First, we propose an efficient, resolution-aware primitive pruning approach, reducing the primitive count by half. Second, we introduce an adaptive adjustment method to choose the number of coefficients used to represent directional radiance for each Gaussian primitive, and finally a codebook-based quantization method, together with a half-float representation for further memory reduction. Taken together, these three components result in a x27 reduction in overall size on disk on the standard datasets we tested, along with a x1.7 speedup in rendering speed. We demonstrate our method on standard datasets and show how our solution results in significantly reduced download times when using the method on a mobile device (see Fig. 1).",
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        "title": "Real-Time Editing of Path-Traced Scenes with Prioritized Re-Rendering",
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        "abstract": "With recent developments in GPU ray tracing performance and (AI-accelerated) noise reduction techniques, Monte Carlo Path Tracing at real-time rates becomes a viable solution for interactive 3D scene editing, with growing support in popular software. However, even for minor edits (e.g., adjusting materials or moving small objects), current solutions usually discard previous samples and the image formation process is started from scratch. In this paper, we present two adaptive, priority-based re-rendering techniques with incremental updates, prioritizing the reconstruction of regions with high importance, before gradually moving to less important regions. The suggested methods automatically identify and schedule sampling and accumulation of immediately affected regions. An extensive user study analyzes whether such prioritized renderings are beneficial to interactive scene editing, comparing them with same-time conventional re-rendering. Our evaluation shows that even with simple prio rity policies, there is a significant preference for such incremental rendering techniques for interactive editing of small objects over full-screen re-rendering with denoising.",
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        "title": "Trim Regions for Online Computation of From-Region Potentially Visible Sets",
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