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| 1 |
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# NKSR Wrapper β Neural Kernel Surface Reconstruction
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[](https://arxiv.org/abs/2305.19590)
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[](LICENSE)
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A **clean, high-level Python wrapper** around **Neural Kernel Surface Reconstruction (NKSR)** by Huang et al. (CVPR 2023, Highlight).
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Drop a `.ply` or `.pcd` point cloud in β get a watertight, high-quality triangle mesh out.
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---
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## π¦ What is NKSR?
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**Neural Kernel Surface Reconstruction** is a deep-learning method that turns a raw, sparse, and potentially noisy point cloud into a smooth, watertight 3D mesh. Unlike classical methods (Poisson, Alpha shapes) it learns a **continuous implicit surface** from data, and unlike vanilla neural fields (NeRF, DeepSDF) it scales to **millions of points** and **generalises across objects, rooms, and outdoor scenes** without per-scene training.
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### The three key innovations
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| Innovation | Why it matters |
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|-----------|----------------|
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| **Compactly-supported kernel functions** | The implicit field is built from local kernel basis functions that have finite support. This makes the linear system **sparse**, so it can be solved with fast sparse PCG solvers instead of dense matrix inversion. Result: room-scale reconstruction in seconds. |
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| **Gradient fitting solve** | Instead of only fitting point positions (SDF β 0), NKSR also fits **surface normals** as gradients of the field. This makes the reconstruction dramatically more robust to noise and outliers. |
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| **Minimal training, maximum generalisation** | The model is trained once on a mixture of synthetic and real data (the "kitchen-sink" config) and then works out-of-the-box on new scans **without any fine-tuning**. |
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---
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## π Quick start
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### 1. Install dependencies
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NKSR itself contains custom CUDA kernels, so you need a working PyTorch + CUDA environment.
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```bash
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# 1. Clone the original NKSR repo and install it
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# (see https://github.com/nv-tlabs/NKSR for the latest instructions)
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git clone https://github.com/nv-tlabs/NKSR.git
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cd NKSR
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pip install -r requirements.txt
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pip install --no-build-isolation package/
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# 2. Install this wrapper
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pip install -e .
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```
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### 2. One-liner reconstruction
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```python
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from nksr_wrapper import NKSRMeshReconstructor, load_point_cloud, save_mesh
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points, normals = load_point_cloud("scan.ply")
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recon = NKSRMeshReconstructor(device="cuda:0")
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mesh = recon.reconstruct(points, normals, detail_level=1.0)
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save_mesh("mesh.ply", mesh.vertices, mesh.faces)
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```
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Or use the CLI:
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```bash
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python scripts/reconstruct.py scan.ply mesh.ply --detail 1.0 --mise-iter 1
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```
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---
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## π¬ How it works (the full pipeline)
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If you want to understand what is happening under the hood, here is the step-by-step pipeline that NKSR executes every time you call `reconstruct()`.
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### Step 0 β Input
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You provide:
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* `xyz` β (N, 3) point positions
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* `normal` β (N, 3) **oriented** normals (optional but strongly recommended)
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* `sensor` β (N, 3) sensor/camera positions (optional; used for normal orientation when normals are missing)
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### Step 1 β Voxelisation (Sparse Feature Hierarchy)
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The input points are splatted into a **sparse voxel grid** at multiple resolutions (a quad-/octree-like structure called the *Sparse Feature Hierarchy*, SVH). Instead of a dense 3D array, only occupied voxels are stored. This is what lets NKSR handle millions of points without exploding memory.
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*Key parameter:* `voxel_size` (default β 0.1 in the pretrained config). One voxel_size unit = one spatial unit in your point-cloud coordinate system.
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### Step 2 β Feature encoding (PointNet β Sparse 3D U-Net)
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1. **PointEncoder** β A small PointNet-style ResNet processes the raw points inside each voxel and produces a 32-dim feature vector per voxel.
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2. **SparseStructureNet** β A sparse 3D convolutional U-Net with skip connections processes these voxel features across multiple scales. It also predicts an *adaptive structure*: if a region is empty, the network stops subdividing early, saving computation.
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### Step 3 β Geometry field (Kernel Field)
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This is the heart of NKSR.
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The network outputs **kernel basis parameters** at each voxel. At any 3D query point `x`, the implicit function is evaluated as a weighted sum of compact kernel functions centred on nearby voxels:
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```
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f(x) = Ξ£_i w_i Β· Ο_i(x)
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```
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where `Ο_i` is a compact kernel (e.g. Wendland or similar) and `w_i` are learned weights. Because the kernels have finite support, the sum only involves neighbours within a small radius β **sparse linear system**.
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### Step 4 β Sparse linear solve (PCG)
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NKSR now solves for the weights `w` by fitting two constraints:
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1. **Position constraint:** `f(x_j) β 0` on every input point (the surface is the zero level-set).
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2. **Normal constraint:** `βf(x_j) β n_j` on voxel centres (the gradient of the field matches the surface normal).
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These constraints are assembled into a large but **sparse** linear system and solved with a **preconditioned conjugate-gradient (PCG)** solver. The normal constraint is the secret sauce: it anchors the *gradient* of the field, making the reconstruction much less sensitive to noise than methods that only fit positions.
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### Step 5 β Mask / trimming field (optional)
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A secondary field (either a learned UDF β Unsigned Distance Field β or a simple layer field) identifies regions that are *outside* the true surface. This trims away spurious floaters and fills small holes, producing a clean watertight boundary.
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### Step 6 β Mesh extraction (Dual Marching Cubes + MISE)
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Finally, the zero level-set of the implicit field is turned into triangles:
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1. **Dual Marching Cubes (DMC)** is run on the dual graph of the sparse voxel hierarchy. DMC produces nicer topology than standard Marching Cubes (fewer skinny triangles, better sharp-feature preservation).
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2. **MISE** (Multi-resolution IsoSurface Extraction) adaptively subdivides cells that straddle the zero crossing. Each `mise_iter` doubles the effective resolution in those cells, giving you a crisp mesh without wasting polygons on empty space.
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*Result:* `mesh.v` (VΓ3 vertices) and `mesh.f` (FΓ3 face indices).
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---
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## π§° API Reference
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### `NKSRMeshReconstructor`
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```python
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class NKSRMeshReconstructor(
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device="cuda:0",
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config="ks",
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chunk_tmp_device="cpu",
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)
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```
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* `device` β PyTorch device (CUDA strongly recommended).
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* `config` β Pretrained model name:
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* `"ks"` β **Kitchen-sink** (recommended default). Trained on a mixture of synthetic and real scans; generalises to objects, indoor rooms, and outdoor scenes.
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* `"snet"` β ShapeNet objects with normals.
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* `"snet-wonormal"` β ShapeNet objects without normals.
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* `chunk_tmp_device` β Where to stash finished chunks when reconstructing huge scenes. `"cpu"` offloads to system RAM.
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#### `.reconstruct(...)`
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```python
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mesh = recon.reconstruct(
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points, # (N, 3) required
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normals=None, # (N, 3) optional, strongly recommended
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sensor_positions=None, # (N, 3) optional, helps orient normals
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colors=None, # (N, 3) optional, for colored mesh output
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# Quality / resolution
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detail_level=1.0, # 0.0 = smooth, 1.0 = max detail
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voxel_size=None, # override resolution explicitly
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mise_iter=1, # 0 = base, 1 = 2Γ in subdivided cells, 2 = 4Γ
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# Large-scene settings
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chunk_size=-1.0, # >0 enables out-of-core chunking
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overlap_ratio=0.05,
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# Solver tuning
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solver_max_iter=2000,
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solver_tol=1e-5,
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approx_kernel_grad=False,
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# Normal estimation fallback
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estimate_normals_if_missing=True,
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normal_knn=64,
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normal_drop_threshold_deg=85.0,
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)
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```
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Returns a `MeshResult` dataclass with:
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* `.vertices` β (V, 3) float array
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* `.faces` β (F, 3) int array
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* `.vertex_colors` β (V, 3) float array, if `colors` was provided
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* `.save(path)` β convenience method to write PLY/OBJ/GLB via Trimesh
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---
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## π Repository layout
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```
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nksr-wrapper/
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βββ nksr_wrapper/
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β βββ __init__.py # public API
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β βββ reconstructor.py # NKSRMeshReconstructor + MeshResult
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β βββ io.py # load_point_cloud, save_mesh
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βββ scripts/
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β βββ reconstruct.py # CLI entry point
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βββ examples/
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β βββ quickstart.py # minimal script
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β βββ chunked_reconstruction.py # large-scene example
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βββ setup.py
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βββ requirements.txt
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βββ README.md
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```
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---
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## π₯οΈ CLI Usage
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```bash
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# Basic reconstruction
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python scripts/reconstruct.py scan.ply mesh.ply --detail 1.0
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# Large scene (chunked)
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python scripts/reconstruct.py huge_scan.ply mesh.ply --chunk-size 50.0
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# No normals in file β estimate on-the-fly
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python scripts/reconstruct.py scan.ply mesh.ply --estimate-normals
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# With per-point colors β colored mesh
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python scripts/reconstruct.py scan.ply mesh.ply --colors colors.npy --mise-iter 2
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```
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---
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## π― Tips & Troubleshooting
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| Problem | Solution |
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|---------|----------|
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| Mesh is too noisy / has spikes | Lower `detail_level` (try `0.3`) or increase `voxel_size` |
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| Mesh is too smooth / missing fine detail | Raise `detail_level` (try `1.0`) or set `mise_iter=2` |
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| Out-of-memory on large scans | Use `chunk_size=50.0` and `chunk_tmp_device="cpu"` |
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| Mesh is inside-out | Normals are unoriented. Provide `sensor_positions` or pre-orient normals with Open3D |
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| Reconstruction is very slow | You are probably on CPU. NKSR requires CUDA for the custom sparse kernels. |
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| PLY file has no normals | Use `--estimate-normals` or pass `sensor_positions` to the reconstructor |
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---
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## π Citation
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If you use NKSR in your research, please cite the original paper:
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```bibtex
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@inproceedings{huang2023nksr,
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title={Neural Kernel Surface Reconstruction},
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author={Huang, Jiahui and Gojcic, Zan and Atzmon, Matan and
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Litany, Or and Fidler, Sanja and Williams, Francis},
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booktitle={Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)},
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year={2023}
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}
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```
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Original code: [https://github.com/nv-tlabs/NKSR](https://github.com/nv-tlabs/NKSR)
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Pretrained weights: [https://huggingface.co/heiwang1997/nksr-checkpoints](https://huggingface.co/heiwang1997/nksr-checkpoints)
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---
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## π License
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This wrapper is released under the MIT License. NKSR itself is under its own license (see the original repository).
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---
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*Built with β€οΈ on top of NVIDIA t-labs' NKSR.*
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