论文检索

输入标题、作者或关键词,从 1,093 篇学术成果中精准定位

会议来源 全部会议

机器学习与综合 AI

自然语言处理

计算机视觉

数据挖掘与 Web

多媒体与图形学

未选择时检索全部会议
支持跨会议组合检索,PDF 均跳转至官方来源
1,093篇论文匹配“3D Rendering & Reconstruction”
第 31 / 55 页

Computer Vision · 3D Rendering & Reconstruction

Yiren Lu, Yunlai Zhou, Yiran Qiao, Chaoda Song, Tuo Liang, Jing Ma, Huan Wang, Yu Yin

Open-vocabulary querying in 3D space is crucial for enabling more intelligent perception in applications such as robotics, autonomous systems, and augmented reality. However, most existing methods rely on 2D pixel-level parsing, leading to multi-view inconsistencies and poor 3D object retrieval. Moreover, they are limited to static scenes and struggle with dynamic scenes due to the complexities of motion modeling. In this paper, we propose Segment then Splat, a 3D-aware open vocabulary segmentation approach for both static and dynamic scenes based on Gaussian Splatting. Segment then Splat reverses the long established approach of "segmentation after reconstruction'' by dividing Gaussians into distinct object sets before reconstruction. Once reconstruction is complete, the scene is naturally segmented into individual objects, achieving true 3D segmentation. This design eliminates both geometric and semantic ambiguities, as well as Gaussian–object misalignment issues in dynamic scenes. It also accelerates the optimization process, as it eliminates the need for learning a separate language field. After optimization, a CLIP embedding is assigned to each object to enable open-vocabulary querying. Extensive experiments one various datasets demonstrate the effectiveness of our proposed method in both static and dynamic scenarios.

Computer Vision · 3D Rendering & Reconstruction

Shuyuan Zhang, ChenHan Jiang, Zuoou Li, Jiankang Deng

3D generation from natural language offers significant potential to reduce expert manual modeling efforts and enhance accessibility to 3D assets. However, existing methods often yield unstructured meshes and exhibit poor interactivity, making them impractical for artistic workflows. To address these limitations, we represent 3D assets as shape programs and introduce ShapeCraft, a novel multi-agent framework for text-to-3D generation. At its core, we propose a Graph-based Procedural Shape (GPS) representation that decomposes complex natural language into a structured graph of sub-tasks, thereby facilitating accurate LLM comprehension and interpretation of spatial relationships and semantic shape details. Specifically, LLM agents hierarchically parse user input to initialize GPS, then iteratively refine procedural modeling and painting to produce structured, textured, and interactive 3D assets. Qualitative and quantitative experiments demonstrate ShapeCraft's superior performance in generating geometrically accurate and semantically rich 3D assets compared to existing LLM-based agents. We further show the versatility of ShapeCraft through examples of animated and user-customized editing, highlighting its potential for broader interactive applications.

Computer Vision · 3D Rendering & Reconstruction

Fang Li, Hao Zhang, Narendra Ahuja

Although COLMAP has long remained the predominant method for camera parameter optimization in static scenes, it is constrained by its lengthy runtime and reliance on ground truth (GT) motion masks for application to dynamic scenes. Many efforts attempted to improve it by incorporating more priors as supervision such as GT focal length, motion masks, 3D point clouds, camera poses, and metric depth, which, however, are typically unavailable in casually captured RGB videos. In this paper, we propose a novel method for more accurate and efficient camera parameter optimization in dynamic scenes solely supervised by a single RGB video, dubbed $\textbf{\textit{ROS-Cam}}$. Our method consists of three key components: (1) Patch-wise Tracking Filters, to establish robust and maximally sparse hinge-like relations across the RGB video. (2) Outlier-aware Joint Optimization, for efficient camera parameter optimization by adaptive down-weighting of moving outliers, without reliance on motion priors. (3) A Two-stage Optimization Strategy, to enhance stability and optimization speed by a trade-off between the Softplus limits and convex minima in losses. We visually and numerically evaluate our camera estimates. To further validate accuracy, we feed the camera estimates into a 4D reconstruction method and assess the resulting 3D scenes, and rendered 2D RGB and depth maps. We perform experiments on 4 real-world datasets (NeRF-DS, DAVIS, iPhone, and TUM-dynamics) and 1 synthetic dataset (MPI-Sintel), demonstrating that our method estimates camera parameters more efficiently and accurately with a single RGB video as the only supervision.

Computer Vision · 3D Rendering & Reconstruction

Weiyi Xue, Fan Lu, Yunwei Zhu, Zehan Zheng, Haiyun Wei, Sanqing Qu, Jiangtong Li, Ya Wu, Guang Chen

Pose-free Neural Radiance Field (NeRF) aims at novel view synthesis (NVS) without relying on accurate poses, exhibiting significant practical value. Image and LiDAR point cloud are two pivotal modalities in autonomous driving scenarios. While demonstrating impressive performance, single-modality pose-free NeRFs often suffer from local optima due to the limited geometric information provided by dense image textures or the sparse, textureless nature of point clouds. Although prior methods have explored the complementary strengths of both modalities, they have only leveraged inherently sparse point clouds for discrete, non-pixel-wise depth supervision, and are limited to NVS of images. As a result, a Multimodal Unified Pose-free framework remains notably absent. In light of this, we propose MUP, a pose-free framework for LiDAR-Camera joint NVS in large-scale scenes. This unified framework enables continuous depth supervision for image reconstruction using LiDAR-Fields rather than discrete point clouds. By leveraging multimodal inputs, pose optimization receives gradients from the rendering loss of point cloud geometry and image texture, thereby alleviating the issue of local optima commonly encountered in single-modality pose-free tasks. Moreover, to further guide pose optimization of NeRF, we propose a multimodal geometric optimizer that leverages geometric relations from point clouds and photometric regularization from adjacent image frames. Besides, to alleviate the domain gap between modalities, we propose a multimodal-specific coarse-to-fine training approach for unified, compact reconstruction. Extensive experiments on KITTI-360 and NuScenes datasets demonstrate MUP's superiority in accomplishing geometry-aware, modality-consistent, and pose-free 3D reconstruction.

Computer Vision · 3D Rendering & Reconstruction

Yuheng Yuan, Qiuhong Shen, Xingyi Yang, Xinchao Wang

4D Gaussian Splatting (4DGS) has recently gained considerable attention as a method for reconstructing dynamic scenes. Despite achieving superior quality, 4DGS typically requires substantial storage and suffers from slow rendering speed. In this work, we delve into these issues and identify two key sources of temporal redundancy. (Q1) \textbf{Short-Lifespan Gaussians}: 4DGS uses a large portion of Gaussians with short temporal span to represent scene dynamics, leading to an excessive number of Gaussians. (Q2) \textbf{Inactive Gaussians}: When rendering, only a small subset of Gaussians contributes to each frame. Despite this, all Gaussians are processed during rasterization, resulting in redundant computation overhead. To address these redundancies, we present \textbf{4DGS-1K}, which runs at over 1000 FPS on modern GPUs. For Q1, we introduce the Spatial-Temporal Variation Score, a new pruning criterion that effectively removes short-lifespan Gaussians while encouraging 4DGS to capture scene dynamics using Gaussians with longer temporal spans. For Q2, we store a mask for active Gaussians across consecutive frames, significantly reducing redundant computations. Compared to vanilla 4DGS, our method achieves a $41\times$ reduction in storage and $9\times$ faster rasterization on complex dynamic scenes, while maintaining comparable visual quality.

Computer Vision · 3D Rendering & Reconstruction

Yuheng Yuan, Qiuhong Shen, Shizun Wang, Xingyi Yang, Xinchao Wang

Dense matching methods like DUSt3R regress pairwise pointmaps for 3D reconstruction. However, the reliance on pairwise prediction and the limited generalization capability inherently restrict the global geometric consistency. In this work, we introduce \textbf{Test3R}, a surprisingly simple test-time learning technique that significantly boosts geometric accuracy. Using image triplets ($I_1,I_2,I_3$), Test3R generates reconstructions from pairs ($I_1,I_2$) and ($I_1,I_3$). The core idea is to optimize the network at test time via a self-supervised objective: maximizing the geometric consistency between these two reconstructions relative to the common image $I_1$. This ensures the model produces cross-pair consistent outputs, regardless of the inputs. Extensive experiments demonstrate that our technique significantly outperforms previous state-of-the-art methods on the 3D reconstruction and multi-view depth estimation tasks. Moreover, it is universally applicable and nearly cost-free, making it easily applied to other models and implemented with minimal test-time training overhead and parameter footprint. Code is available at https://github.com/nopQAQ/Test3R.

Computer Vision · 3D Rendering & Reconstruction

Junyi Wu, Jiachen Tao, Haoxuan Wang, Gaowen Liu, Ramana Kompella, Yan Yan

We present Orientation-anchored Gaussian Splatting (OriGS), a novel framework for high-quality 4D reconstruction from casually captured monocular videos. While recent advances extend 3D Gaussian Splatting to dynamic scenes via various motion anchors, such as graph nodes or spline control points, they often rely on low-rank assumptions and fall short in modeling complex, region-specific deformations inherent to unconstrained dynamics. OriGS addresses this by introducing a hyperdimensional representation grounded in scene orientation. We first estimate a Global Orientation Field that propagates principal forward directions across space and time, serving as stable structural guidance for dynamic modeling. Built upon this, we propose Orientation-aware Hyper-Gaussian, a unified formulation that embeds time, space, geometry, and orientation into a coherent probabilistic state. This enables inferring region-specific deformation through principled conditioned slicing, adaptively capturing diverse local dynamics in alignment with global motion intent. Experiments demonstrate the superior reconstruction fidelity of OriGS over mainstream methods in challenging real-world dynamic scenes.

Computer Vision · 3D Rendering & Reconstruction

Moonsoo Jeong, Dongbeen Kim, Minseong Kim, Sungkil Lee

We present a Directional Consistency (DC)-driven Adaptive Density Control (ADC) for 3D Gaussian Splatting (DC4GS). Whereas the conventional ADC bases its primitive splitting on the magnitudes of positional gradients, we further incorporate the DC of the gradients into ADC, and realize it through the angular coherence of the gradients. Our DC better captures local structural complexities in ADC, avoiding redundant splitting. When splitting is required, we again utilize the DC to define optimal split positions so that sub-primitives best align with the local structures than the conventional random placement. As a consequence, our DC4GS greatly reduces the number of primitives (up to 30\% in our experiments) than the existing ADC, and also enhances reconstruction fidelity greatly.

Computer Vision · 3D Rendering & Reconstruction

Jiyuan Wang, Chunyu Lin, cheng guan, Lang Nie, Jing He, Haodong Li, Kang Liao, Yao Zhao

In this paper, we propose \textbf{Jasmine}, the first Stable Diffusion (SD)-based self-supervised framework for monocular depth estimation, which effectively harnesses SD’s visual priors to enhance the sharpness and generalization of unsupervised prediction. Previous SD-based methods are all supervised since adapting diffusion models for dense prediction requires high-precision supervision. In contrast, self-supervised reprojection suffers from inherent challenges (\textit{e.g.}, occlusions, texture-less regions, illumination variance), and the predictions exhibit blurs and artifacts that severely compromise SD's latent priors. To resolve this, we construct a novel surrogate task of mix-batch image reconstruction. Without any additional supervision, it preserves the detail priors of SD models by reconstructing the images themselves while preventing depth estimation from degradation. Furthermore, to address the inherent misalignment between SD's scale and shift invariant estimation and self-supervised scale-invariant depth estimation, we build the Scale-Shift GRU. It not only bridges this distribution gap but also isolates the fine-grained texture of SD output against the interference of reprojection loss. Extensive experiments demonstrate that Jasmine achieves SoTA performance on the KITTI benchmark and exhibits superior zero-shot generalization across multiple datasets.

Computer Vision · 3D Rendering & Reconstruction

Sicheng Xu, Guojun Chen, Jiaolong Yang, Yizhong Zhang, Yu Deng, Stephen Lin, Baining Guo

We propose VASA-3D, an audio-driven, single-shot 3D head avatar generator. This research tackles two major challenges: capturing the subtle expression details present in real human faces, and reconstructing an intricate 3D head avatar from a single portrait image. To accurately model expression details, VASA-3D leverages the motion latent of VASA-1, a method that yields exceptional realism and vividness in 2D talking heads. A critical element of our work is translating this motion latent to 3D, which is accomplished by devising a 3D head model that is conditioned on the motion latent. Customization of this model to a single image is achieved through an optimization framework that employs numerous video frames of the reference head synthesized from the input image. The optimization takes various training losses robust to artifacts and limited pose coverage in the generated training data. Our experiment shows that VASA-3D produces realistic 3D talking heads that cannot be achieved by prior art, and it supports the online generation of 512x512 free-viewpoint videos at up to 75 FPS, facilitating more immersive engagements with lifelike 3D avatars.

Computer Vision · 3D Rendering & Reconstruction

Chaoyang Wang, Ashkan Mirzaei, Vidit Goel, Willi Menapace, Aliaksandr Siarohin, Michael Vasilkovsky, Ivan Skorokhodov, Vladislav Shakhrai, Sergei Korolev, Sergey Tulyakov 等

We propose the first framework capable of computing a 4D spatio-temporal grid of video frames and 3D Gaussian particles for each time step using a feed-forward architecture. Our architecture has two main components, a 4D video model and a 4D reconstruction model. In the first part, we analyze current 4D video diffusion architectures that perform spatial and temporal attention either sequentially or in parallel within a two-stream design. We highlight the limitations of existing approaches and introduce a novel fused architecture that performs spatial and temporal attention within a single layer. The key to our method is a sparse attention pattern, where tokens attend to others in the same frame, at the same timestamp, or from the same viewpoint. In the second part, we extend existing 3D reconstruction algorithms by introducing a Gaussian head, a camera token replacement algorithm, and additional dynamic layers and training. Overall, we establish a new state of the art for 4D generation, improving both visual quality and reconstruction capability.

Computer Vision · 3D Rendering & Reconstruction

Yuhan Zhang, Long Zhuo, Ziyang Chu, Tong Wu, Zhibing Li, Liang Pan, Dahua Lin, Ziwei Liu

Despite rapid advances in 3D content generation, quality assessment for the generated 3D assets remains challenging.Existing methods mainly rely on image-based metrics and operate solely at the object level, limiting their ability to capture spatial Despite rapid advances in 3D content generation, quality assessment for the generated 3D assets remains challenging.Existing methods mainly rely on image-based metrics and operate solely at the object level, limiting their ability to capture spatial coherence, material authenticity, and high-fidelity local details.1) To address these challenges, we introduce Hi3DEval, a hierarchical evaluation framework tailored for 3D generative content. It combines both object-level and part-level evaluation, enabling holistic assessments across multiple dimensions as well as fine-grained quality analysis. Additionally, we extend texture evaluation beyond aesthetic appearance by explicitly assessing material realism, focusing on attributes such as albedo, saturation, and metallicness. 2) To support this framework, we construct Hi3DBench, a large-scale dataset comprising diverse 3D assets and high-quality annotations, accompanied by a reliable multi-agent annotation pipeline.We further propose a 3D-aware automated scoring system based on hybrid 3D representations. Specifically, we leverage video-based representations for object-level and material-subject evaluations to enhance modeling of spatio-temporal consistency and employ pretrained 3D features for part-level perception.Extensive experiments demonstrate that our approach outperforms existing image-based metrics in modeling 3D characteristics and achieves superior alignment with human preference, providing a scalable alternative to manual evaluations.

Computer Vision · 3D Rendering & Reconstruction

Wenyuan Zhang, Jimin Tang, Weiqi Zhang, Yi Fang, Yu-Shen Liu, Zhizhong Han

Modeling reflections from 2D images is essential for photorealistic rendering and novel view synthesis. Recent approaches enhance Gaussian primitives with reflection-related material attributes to enable physically based rendering (PBR) with Gaussian Splatting. However, the material inference often lacks sufficient constraints, especially under limited environment modeling, resulting in illumination aliasing and reduced generalization. In this work, we revisit the problem from a multi-view perspective and show that multi-view consistent material inference with more physically-based environment modeling is key to learning accurate reflections with Gaussian Splatting. To this end, we enforce 2D Gaussians to produce multi-view consistent material maps during deferred shading. We also track photometric variations across views to identify highly reflective regions, which serve as strong priors for reflection strength terms. To handle indirect illumination caused by inter-object occlusions, we further introduce an environment modeling strategy through ray tracing with 2DGS, enabling photorealistic rendering of indirect radiance. Experiments on widely used benchmarks show that our method faithfully recovers both illumination and geometry, achieving state-of-the-art rendering quality in novel views synthesis. Project Page: https://wen-yuan-zhang.github.io/MaterialRefGS.

Computer Vision · 3D Rendering & Reconstruction

Jiapeng Tang, Matthew Levine, Dor Verbin, Stephan Garbin, Matthias Niessner, Ricardo Martin Brualla, Pratul Srinivasan, Philipp Henzler

We introduce ROGR, a novel approach that reconstructs a relightable 3D model of an object captured from multiple views, driven by a generative relighting model that simulates the effects of placing the object under novel environment illuminations. Our method samples the appearance of the object under multiple lighting environments, creating a dataset that is used to train a lighting-conditioned Neural Radiance Field (NeRF) that outputs the object's appearance under any input environmental lighting. The lighting-conditioned NeRF uses a novel dual-branch architecture to encode the general lighting effects and specularities separately. The optimized lighting-conditioned NeRF enables efficient feed-forward relighting under arbitrary environment maps without requiring per-illumination optimization or light transport simulation. We evaluate our approach on the established TensoIR and Stanford-ORB datasets, where it improves upon the state-of-the-art on most metrics, and showcase our approach on real-world object captures.

Computer Vision · 3D Rendering & Reconstruction

Yiming Wang, Lucy Chai, Xuan Luo, Michael Niemeyer, Manuel Lagunas, Stephen Lombardi, Siyu Tang, Tiancheng Sun

Recent advances in feed-forward 3D Gaussian Splatting have led to rapid improvements in efficient scene reconstruction from sparse views. However, most existing approaches construct Gaussian primitives directly aligned with the pixels in one or more of the input images. This leads to redundancies in the representation when input views overlap and constrains the position of the primitives to lie along the input rays without full flexibility in 3D space. Moreover, these pixel-aligned approaches do not naturally generalize to dynamic scenes, where effectively leveraging temporal information requires resolving both redundant and newly appearing content across frames. To address these limitations, we introduce a novel Fuse-and-Refine module that enhances existing feed-forward models by merging and refining the primitives in a canonical 3D space. At the core of our method is an efficient hybrid Splat-Voxel representation – from an initial set of pixel-aligned Gaussian primitives, we aggregate local features into a coarse-to-fine voxel hierarchy, and then use a sparse voxel transformer to process these voxel features and generate refined Gaussian primitives. By fusing and refining an arbitrary number of inputs into a consistent set of primitives, our representation effectively reduces redundancy and naturally adapts to temporal frames, enabling history-aware online reconstruction of dynamic scenes. Trained on large-scale static scene datasets, our model learns an effective global strategy to process around 200k primitives within 15ms and significantly enhances reconstruction quality compared to pixel-aligned reconstruction approaches. Without additional training, our model generalizes to video by fusing primitives across time, yielding a more temporally coherent result compared to baseline methods with graceful handling of occluded content. Our approach achieves state-of-the-art performance in both static and streaming scene reconstructions while running at interactive rates (15 fps with 350ms delay) on a single H100 GPU.

Computer Vision · 3D Rendering & Reconstruction

hanxue liang, Jiawei Ren, Ashkan Mirzaei, Antonio Torralba, Ziwei Liu, Igor Gilitschenski, Sanja Fidler, Cengiz Oztireli, Huan Ling, Zan Gojcic 等

Recent advancements in static feed-forward scene reconstruction have demonstrated significant progress in high-quality novel view synthesis. However, these models often struggle with generalizability across diverse environments and fail to effectively handle dynamic content. We present BTimer (short for Bullet Timer), the first motion-aware feed-forward model for real-time reconstruction and novel view synthesis of dynamic scenes. Our approach reconstructs the full scene in a 3D Gaussian Splatting representation at a given target (‘bullet’) timestamp by aggregating information from all the context frames. Such a formulation allows BTimer to gain scalability and generalization by leveraging both static and dynamic scene datasets. Given a casual monocular dynamic video, BTimer reconstructs a bullet-time scene within 150ms while reaching state-of-the-art performance on both static and dynamic scene datasets, even compared with optimization-based approaches.

Computer Vision · 3D Rendering & Reconstruction

Shaowei Liu, David Yao, Saurabh Gupta, Shenlong Wang

Today, people can easily record memorable moments, ranging from concerts, sports events, lectures, family gatherings, and birthday parties with multiple consumer cameras. However, synchronizing these cross‑camera streams remains challenging. Existing methods assume controlled settings, specific targets, manual correction, or costly hardware. We present VisualSync, an optimization framework based on multi‑view dynamics that aligns unposed, unsynchronized videos at millisecond accuracy. Our key insight is that any moving 3D point, when co‑visible in two cameras, obeys epipolar constraints once properly synchronized. To exploit this, VisualSync leverages off‑the‑shelf 3D reconstruction, feature matching, and dense tracking to extract tracklets, relative poses, and cross‑view correspondences. It then jointly minimizes the epipolar error to estimate each camera’s time offset. Experiments on four diverse, challenging datasets show that VisualSync outperforms baseline methods, achieving an average synchronization error below 130 ms.

Computer Vision · 3D Rendering & Reconstruction

Kerui Ren, Jiayang Bai, Linning Xu, Lihan Jiang, Jiangmiao Pang, Mulin Yu, Bo Dai

Object compositing offers significant promise for augmented reality (AR) and embodied intelligence applications. Existing approaches predominantly focus on single-image scenarios or intrinsic decomposition techniques, facing challenges with multi-view consistency, complex scenes, and diverse lighting conditions. Recent inverse rendering advancements, such as 3D Gaussian and diffusion-based methods, have enhanced consistency but are limited by scalability, heavy data requirements, or prolonged reconstruction time per scene. To broaden its applicability, we introduce MV-CoLight, a two-stage framework for illumination-consistent object compositing in both 2D images and 3D scenes. Our novel feed-forward architecture models lighting and shadows directly, avoiding the iterative biases of diffusion-based methods. We employ a Hilbert curve-based mapping to align 2D image inputs with 3D Gaussian scene representations seamlessly. To facilitate training and evaluation, we further introduce a large-scale 3D compositing dataset. Experiments demonstrate state-of-the-art harmonized results across standard benchmarks and our dataset, as well as casually captured real-world scenes demonstrate the framework's robustness and wide generalization.

Computer Vision · 3D Rendering & Reconstruction

Yujin Chen, Yinyu Nie, Benjamin Ummenhofer, Reiner Birkl, Michael Paulitsch, Matthias Niessner

We present PBR-SR, a novel method for physically based rendering (PBR) texture super resolution (SR). It outputs high-resolution, high-quality PBR textures from low-resolution (LR) PBR input in a zero-shot manner. PBR-SR leverages an off-the-shelf super-resolution model trained on natural images, and iteratively minimizes the deviations between super-resolution priors and differentiable renderings. These enhancements are then back-projected into the PBR map space in a differentiable manner to produce refined, high-resolution textures. To mitigate the effects of view inconsistency and lighting sensitivity inherent to view-based super-resolution, our approach incorporates 2D prior constraints across multi-view renderings, enabling iterative refinement of shared upscaled textures. In parallel, we incorporate identity constraints directly in the PBR texture domain to ensure the upscaled textures remain faithful to the LR input. PBR-SR operates without any additional training or data requirements, relying entirely on pretrained image priors. We demonstrate that our approach produces high-fidelity PBR textures for both artist-designed and AI-generated meshes, outperforming both direct SR models application and prior texture optimization methods. Our results show high-quality outputs in both PBR and rendering evaluations, supporting advanced applications such as relighting.

Computer Vision · 3D Rendering & Reconstruction

Leo Segre, Shai Avidan

Neural Radiance Fields (NeRF) have advanced photorealistic novel view synthesis, but their reliance on photometric reconstruction introduces artifacts, commonly known as "floaters". These artifacts degrade novel view quality, particularly in unseen regions where NeRF optimization is unconstrained. We propose a fast, post-hoc NeRF cleanup method that eliminates such artifacts by enforcing a Free Space Prior, ensuring that unseen regions remain empty while preserving the structure of observed areas. Unlike existing approaches that rely on Maximum Likelihood (ML) estimation or complex, data-driven priors, our method adopts a Maximum-a-Posteriori (MAP) approach with a simple yet effective global prior. This enables our method to clean artifacts in both seen and unseen areas, significantly improving novel view quality even in challenging scene regions. Our approach generalizes across diverse NeRF architectures and datasets while requiring no additional memory beyond the original NeRF. Compared to state-of-the-art cleanup methods, our method is 2.5x faster in inference and completes cleanup training in under 30 seconds. Our code will be made publicly available.