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Recovering and Creating 3D Experiences From Casual Data
Recovering and Creating 3D Experiences From Casual Data
Recovering and Creating 3D Experiences From Casual Data

상세정보

자료유형  
 학위논문 서양
최종처리일시  
20260202103605
ISBN  
9798288863585
DDC  
004
저자명  
Weber, Ethan John.
서명/저자  
Recovering and Creating 3D Experiences From Casual Data
발행사항  
[Sl] : University of California, Berkeley, 2025
발행사항  
Ann Arbor : ProQuest Dissertations & Theses, 2025
형태사항  
137 p
주기사항  
Source: Dissertations Abstracts International, Volume: 87-01, Section: B.
주기사항  
Advisor: Kanazawa, Angjoo.
학위논문주기  
Thesis (Ph.D.)--University of California, Berkeley, 2025.
초록/해제  
요약In today's world, we are surrounded by casually captured visual data-photos and videos from our phones, TV shows, cartoons, social media clips, and more. These formats depict rich, physical 3D spatiotemporal worlds, even though, when you look closely, the frames themselves are often not necessarily geometrically consistent or explicitly 3D. Yet, as viewers, we effortlessly perceive the underlying structure, intuitively reconstructing the spaces and stories they represent. We could even imagine what might lie in the space behind the camera, where the photographer is standing. Why is it that humans can so easily make sense of these visual experiences, while machines still struggle to recover or create 3D from such data? This thesis aims to bridge that gap, bringing the human-like ability to recover and create 3D experiences from casual data to machines. We develop new methods that robustly reconstruct 3D environments from unstructured, in-the-wild imagery, such as videos you took with your smartphone, and introduce generative techniques to complete missing regions and hallucinate plausible content where data is sparse or absent. Our work advances the state of the art in neural rendering, scene completion, and generative modeling, with contributions including open-source frameworks, new methods for artifact removal and generative scene completion, and the first large-scale 3D reconstruction of television shows and hand-drawn cartoons. By bridging the gap between 3D reconstruction and generation, this thesis explores new possibilities for experiencing and understanding the visual world-no matter how casual or unconventional the data may be.
일반주제명  
Computer science
일반주제명  
Information technology
키워드  
3D reconstruction
키워드  
Casual data
키워드  
TV shows
키워드  
Hand-drawn cartoons
기타저자  
University of California, Berkeley Computer Science
기본자료저록  
Dissertations Abstracts International. 87-01B.
전자적 위치 및 접속  
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MARC

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■1001  ▼aWeber,  Ethan  John.
■24510▼aRecovering  and  Creating  3D  Experiences  From  Casual  Data
■260    ▼a[Sl]▼bUniversity  of  California,  Berkeley▼c2025
■260  1▼aAnn  Arbor▼bProQuest  Dissertations  &  Theses▼c2025
■300    ▼a137  p
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  87-01,  Section:  B.
■500    ▼aAdvisor:  Kanazawa,  Angjoo.
■5021  ▼aThesis  (Ph.D.)--University  of  California,  Berkeley,  2025.
■520    ▼aIn  today's  world,  we  are  surrounded  by  casually  captured  visual  data-photos  and  videos  from  our  phones,  TV  shows,  cartoons,  social  media  clips,  and  more.  These  formats  depict  rich,  physical  3D  spatiotemporal  worlds,  even  though,  when  you  look  closely,  the  frames  themselves  are  often  not  necessarily  geometrically  consistent  or  explicitly  3D.  Yet,  as  viewers,  we  effortlessly  perceive  the  underlying  structure,  intuitively  reconstructing  the  spaces  and  stories  they  represent.  We  could  even  imagine  what  might  lie  in  the  space  behind  the  camera,  where  the  photographer  is  standing.  Why  is  it  that  humans  can  so  easily  make  sense  of  these  visual  experiences,  while  machines  still  struggle  to  recover  or  create  3D  from  such  data?  This  thesis  aims  to  bridge  that  gap,  bringing  the  human-like  ability  to  recover  and  create  3D  experiences  from  casual  data  to  machines.  We  develop  new  methods  that  robustly  reconstruct  3D  environments  from  unstructured,  in-the-wild  imagery,  such  as  videos  you  took  with  your  smartphone,  and  introduce  generative  techniques  to  complete  missing  regions  and  hallucinate  plausible  content  where  data  is  sparse  or  absent.  Our  work  advances  the  state  of  the  art  in  neural  rendering,  scene  completion,  and  generative  modeling,  with  contributions  including  open-source  frameworks,  new  methods  for  artifact  removal  and  generative  scene  completion,  and  the  first  large-scale  3D  reconstruction  of  television  shows  and  hand-drawn  cartoons.  By  bridging  the  gap  between  3D  reconstruction  and  generation,  this  thesis  explores  new  possibilities  for  experiencing  and  understanding  the  visual  world-no  matter  how  casual  or  unconventional  the  data  may  be.
■590    ▼aSchool  code:  0028.
■650  4▼aComputer  science
■650  4▼aInformation  technology
■653    ▼a3D  reconstruction
■653    ▼aCasual  data
■653    ▼aTV  shows
■653    ▼aHand-drawn  cartoons
■690    ▼a0800
■690    ▼a0984
■690    ▼a0489
■71020▼aUniversity  of  California,  Berkeley▼bComputer  Science.
■7730  ▼tDissertations  Abstracts  International▼g87-01B.
■790    ▼a0028
■791    ▼aPh.D.
■792    ▼a2025
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17357826▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.

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