{"as_of":"2026-08-09T05:09:00Z","caps":{"database_statements":6,"inbound":100,"outbound":100},"context_digest":"sha256:f59e4b06a5ea35a2665f53beeccb6342d3e75af4f2842f4eadb07c69d53b4fac","coverage":[{"denominator":121,"lane":"reference_resolution","note":"Typed states for the displayed outbound observations.","records_observed":100,"source":"paper_references, paper_reference_links","source_observed_at":"2026-08-08T13:45:06.839661Z","state":"measured"},{"denominator":100,"lane":"standing_notices","note":"One-hop event checks from named stored sources.","records_observed":100,"source":"scholarly_work_events, retraction_status_cache","source_observed_at":"2026-08-08T06:32:00.761636+00:00","state":"measured"},{"denominator":0,"lane":"inbound_itemization","note":"Pith citing papers itemized under the disclosed page cap.","records_observed":0,"source":"paper_references, paper_reference_links","source_observed_at":null,"state":"measured"},{"denominator":1,"lane":"external_citation_measurements","note":"A source-named dated measurement, never combined with another source.","records_observed":0,"source":"cited_works","source_observed_at":null,"state":"measured"}],"external_citation_measurements":[],"inbound":[],"links":{"evidence":"/evidence","html":"/paper/2502.07140/citation-record","integrity":"/paper/2502.07140/integrity","json":"/paper/2502.07140/citation-record.json","paper":"/paper/2502.07140"},"outbound":[{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.518907Z","title":"Neural point-based graph- ics","venue":null,"work_id":null,"year":2020},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":1,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.518907Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:2287122bd433c4e26e61042459dcf6309adec6cdbed15d16eab191be72797f8d","observation_id":"74a1b133-ebb9-49bb-a6ca-f160fa6181e8","resolution":{"observed_at":"2026-08-08T13:45:06.518907Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.522695Z","title":"Detailed human avatars from monocular video","venue":null,"work_id":null,"year":2018},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":2,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.522695Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:b722faf93e119a28405130f44956f707744ee9e625cad25fd6977223446efe0d","observation_id":"91deb363-ede3-46dc-8283-3eb2a1fd0763","resolution":{"observed_at":"2026-08-08T13:45:06.522695Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.526337Z","title":"Video based reconstruc- tion of 3d people models","venue":null,"work_id":null,"year":2018},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":3,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.526337Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:7b85f601ac1fde8db92714479e1e6f4a17faa5d90ccb6eaa97fcbd512e98b707","observation_id":"8f4a76a9-8b1c-41ba-a969-560591bf0faa","resolution":{"observed_at":"2026-08-08T13:45:06.526337Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.529549Z","title":"Photorealistic monocular 3d reconstruction of hu- mans wearing clothing","venue":null,"work_id":null,"year":2022},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":4,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.529549Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:57b31e9bcff262114ae442136a5cfb1a319ce7c43a9c50cfca1182a2a200a6e7","observation_id":"ff47bc6b-0c3b-470c-be52-fd20ad119506","resolution":{"observed_at":"2026-08-08T13:45:06.529549Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.532656Z","title":"Neural rgb-d surface reconstruction","venue":null,"work_id":null,"year":2022},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":5,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.532656Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:bf14f49465ae654f0e0ff1e918551f574d8a73ca99b1c90657bb331057fd00eb","observation_id":"cecd3137-b73d-485e-ad28-fbd08772acf8","resolution":{"observed_at":"2026-08-08T13:45:06.532656Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.535667Z","title":"Detailed human shape and pose from images","venue":null,"work_id":null,"year":2007},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":6,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.535667Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:aeb470ffe096d93183b19db74d621a58d7e2b6b23b6b2a9ccec6251eda573813","observation_id":"cd2c2887-10ee-422e-a6a7-e87d20dc2c15","resolution":{"observed_at":"2026-08-08T13:45:06.535667Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.538978Z","title":"Keep it smpl: Automatic estimation of 3d human pose and shape from a single image","venue":null,"work_id":null,"year":2016},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":7,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.538978Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:c0035bd2135059f1ce839a684f821be492d0a1d595c06f28e4e24e668c8090ec","observation_id":"ecbe9e4e-ebbe-4f48-82a3-6af262d04d33","resolution":{"observed_at":"2026-08-08T13:45:06.538978Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.541767Z","title":"Poco: Point con- volution for surface reconstruction","venue":null,"work_id":null,"year":2022},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":8,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.541767Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:7a302b32152a32ac074c9ee7ff2c846eae6edd4007e68f15fba4c4cacd9241b6","observation_id":"738d7a49-a6a4-4c13-8d6d-dc96ef893f54","resolution":{"observed_at":"2026-08-08T13:45:06.541767Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.544605Z","title":"Dy- namic surface function networks for clothed human bodies","venue":null,"work_id":null,"year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":9,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.544605Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:98ed209085f19dfb0c1269cc1a41ab0e04de8a2dd5bd0b7571a2da3b460ce1f3","observation_id":"5e0de0af-4452-4927-857a-c5b2eb610ede","resolution":{"observed_at":"2026-08-08T13:45:06.544605Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.547581Z","title":"Free-viewpoint video of human ac- tors","venue":null,"work_id":null,"year":null},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":10,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.547581Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:b2e579c60e6c045c109a9d6196ae95c10f7ee3377a9e9a7dfce9d5c5684db528","observation_id":"300d77d1-0fe3-4d13-b1e8-6847345b20d5","resolution":{"observed_at":"2026-08-08T13:45:06.547581Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.551108Z","title":"Unsuper- vised inference of signed distance functions from single sparse point clouds without learning priors","venue":null,"work_id":null,"year":2023},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":11,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.551108Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:db41cb8ef2e50259055a42aed07ac52e0bf216b788e6937dea42dcd8eb940450","observation_id":"01d1c19b-48ca-4901-b8f1-a36a5eb895a1","resolution":{"observed_at":"2026-08-08T13:45:06.551108Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":{"arxiv_id":"2106.13629","last_updated":"2021-09-07T08:32:39Z","snapshot_observed_at":"2026-08-09T04:52:05.208861Z","submitted_at":"2021-06-25T13:32:23Z","title":"Animatable Neural Radiance Fields from Monocular RGB Videos","version":2},"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":"2106.13629","snapshot_observed_at":"2026-08-08T13:45:06.554827Z","title":"Animatable neural ra- diance fields from monocular rgb videos","venue":null,"work_id":null,"year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":12,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.554827Z"},"links":{"cited_paper":"/paper/2106.13629","citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:2425c6435c91d28da939fe2f244f93f404bf53b57b319bebf8adb4716302b012","observation_id":"39bc6994-7cd6-485e-88c7-f3e8a5e82787","resolution":{"observed_at":"2026-08-08T13:45:06.554827Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.558989Z","title":"Implicit functions in feature space for 3d shape reconstruc- tion and completion","venue":null,"work_id":null,"year":2020},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":13,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.558989Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:c39efd7efaef527bea1cd3f9dc2403e8570266abc0742658f267df3fa1fd9a49","observation_id":"76daffe9-dac2-4925-8929-b69c2c622759","resolution":{"observed_at":"2026-08-08T13:45:06.558989Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.562440Z","title":"Learning to estimate robust 3d human mesh from in-the-wild crowded scenes","venue":null,"work_id":null,"year":2022},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":14,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.562440Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:0a4fc59b2027e43c9a44cc12fbb8e497677c67f0a3bde3f8d5a877af1d786a61","observation_id":"903f0529-3ece-4bc8-a0ed-5fc87710c924","resolution":{"observed_at":"2026-08-08T13:45:06.562440Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.565812Z","title":"Monocular expres- sive body regression through body-driven attention","venue":null,"work_id":null,"year":2020},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":15,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.565812Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:2ac0eaadb9d4fd1c8416f46e5d57d74792967edd3c2286db3df415f87a83f545","observation_id":"1bea25a4-8f94-456c-bc05-ec2915cb4b5d","resolution":{"observed_at":"2026-08-08T13:45:06.565812Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.569299Z","title":"High-quality streamable free- viewpoint video","venue":null,"work_id":null,"year":2015},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":16,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.569299Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:aed57df448e8b6a85b65fa38eecfc3132f45f95903afa007262c35d6ee21ed3e","observation_id":"8cf83876-2931-46c7-b2ce-344581f28423","resolution":{"observed_at":"2026-08-08T13:45:06.569299Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.572062Z","title":"Performance capture from sparse multi-view video","venue":null,"work_id":null,"year":2008},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":17,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.572062Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:ccb27a6bb82a0039dd1aef5539cff22cfc1973b5a74e355cd52f4ef6d6f9319d","observation_id":"7753abae-4873-44e6-97cd-c8e878220601","resolution":{"observed_at":"2026-08-08T13:45:06.572062Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.574809Z","title":"Depth-supervised nerf: Fewer views and faster training for free","venue":null,"work_id":null,"year":2022},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":18,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.574809Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:ffb251a8e605b975c20565ac14e20c651027523a8c11cdd8c53b03ce827bf597","observation_id":"ae7e28e6-aafd-46a1-a84a-dd971859e70a","resolution":{"observed_at":"2026-08-08T13:45:06.574809Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.578470Z","title":"Pina: Learning a personalized implicit neural avatar from a single rgb-d video sequence","venue":null,"work_id":null,"year":2022},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":19,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.578470Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:c1713d451633700412ba4e509a1508b4fe6f27c2cf351d82a9c6bc1d88c6765f","observation_id":"b4f4f9e2-bff9-45d9-b9e9-f87aed06729a","resolution":{"observed_at":"2026-08-08T13:45:06.578470Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.582044Z","title":"Shape-aware multi-person pose estimation from multi-view images","venue":null,"work_id":null,"year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":20,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.582044Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:bf9a3b51a6756607acf64b807bcc75a90ebf26a9cd175db7b7c79c976baac876","observation_id":"2cdb65f3-a0f2-448c-9421-c5e09ac7aa06","resolution":{"observed_at":"2026-08-08T13:45:06.582044Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.585842Z","title":"Fusion4d: Real-time performance capture of challenging scenes","venue":null,"work_id":null,"year":2016},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":21,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.585842Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:fda451c5a600e6319d4069eb57e9a9e4940acef86519e4ab0c3523038050add0","observation_id":"9d9a69e7-6ba5-40fe-aa3b-0539a27e09ce","resolution":{"observed_at":"2026-08-08T13:45:06.585842Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.589346Z","title":"Three- dimensional reconstruction of human interactions","venue":null,"work_id":null,"year":2020},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":22,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.589346Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:db43693c474593e98c11c94f4bae716860f33d513899d2c3ed8fba4e782eac3d","observation_id":"40862707-552f-435a-b192-0859b2414ad1","resolution":{"observed_at":"2026-08-08T13:45:06.589346Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.592176Z","title":"Motion capture using joint skeleton tracking and surface estimation","venue":null,"work_id":null,"year":2009},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":23,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.592176Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:c20de5550e10b996691bc4936e3acb5b78c54ba162b59a3f8d2d3880acf4c63e","observation_id":"53bab198-b2d3-41c3-892d-c48455e47a66","resolution":{"observed_at":"2026-08-08T13:45:06.592176Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":{"arxiv_id":"2002.10099","last_updated":"2020-07-09T12:32:45Z","snapshot_observed_at":"2026-07-06T08:59:30.528340Z","submitted_at":"2020-02-24T07:36:32Z","title":"Implicit Geometric Regularization for Learning Shapes","version":2},"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":"2002.10099","snapshot_observed_at":"2026-08-08T13:45:06.595800Z","title":"Implicit geometric regularization for learn- ing shapes","venue":null,"work_id":null,"year":2002},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":24,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.595800Z"},"links":{"cited_paper":"/paper/2002.10099","citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:5201c38f92c47163dfb3a37302f248d84c6dafc3e8c148b34a14c01100342764","observation_id":"364fc90e-de50-46c0-a175-0bdeb607a47b","resolution":{"observed_at":"2026-08-08T13:45:06.595800Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.599260Z","title":"Holopose: Holis- tic 3d human reconstruction in-the-wild","venue":null,"work_id":null,"year":2019},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":25,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.599260Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:0a9d1d570eac59bdc57afa8a97a8d6368f96c848dfb0dc1ac946251b42c8ab19","observation_id":"b6687fde-bd37-4ca2-9d86-41bd6140eb4a","resolution":{"observed_at":"2026-08-08T13:45:06.599260Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.601954Z","title":"The re- lightables: V olumetric performance capture of humans with realistic relighting","venue":null,"work_id":null,"year":2019},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":26,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.601954Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:3fe3c5d47fc8d07ab14e9517eaf94c315a24c2b645e63a7c93c3ac2ebef51dd1","observation_id":"f7653da2-a14e-415a-9cfb-da20a6bcdbba","resolution":{"observed_at":"2026-08-08T13:45:06.601954Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.604769Z","title":"Geo-pifu: Geometry and pixel aligned implicit functions for single-view human reconstruction","venue":null,"work_id":null,"year":2020},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":27,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.604769Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:4fed23d6d85e5f7fb8d90d6486020809acc18d1bb0f7c4a480bbf7739cb2465b","observation_id":"ccb464bb-ce3f-466a-ab03-2ff64a19df73","resolution":{"observed_at":"2026-08-08T13:45:06.604769Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.608062Z","title":"Arch++: Animation-ready clothed human re- construction revisited","venue":null,"work_id":null,"year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":28,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.608062Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:30fd77104281c27691b81f6d32e99dbaf250520fe7fcd764e7784e19a31f863e","observation_id":"a111f0b0-ec12-44b5-9343-42ed324b9e86","resolution":{"observed_at":"2026-08-08T13:45:06.608062Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.610761Z","title":"Image quality metrics: Psnr vs","venue":null,"work_id":null,"year":2010},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":29,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.610761Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:4f4a47d1490810b312198d9da2e49b4ca633cf7aac303343ce26b5777a1b57a9","observation_id":"5d8e7a41-9be3-4820-9c29-6c7bdcf33083","resolution":{"observed_at":"2026-08-08T13:45:06.610761Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.613473Z","title":"Dynamic multi-person mesh recovery from uncali- brated multi-view cameras","venue":null,"work_id":null,"year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":30,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.613473Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:3442a9ee35ede9fd366cb015660ace6b15ae8540ebaeb09e67b76cb1ce887651","observation_id":"3c96a6f6-7601-4f11-8ee2-d6c8ef613539","resolution":{"observed_at":"2026-08-08T13:45:06.613473Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.616211Z","title":"Neural kernel surface re- construction","venue":null,"work_id":null,"year":2023},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":31,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.616211Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:9502bd6c610b9d4b09e62b1230e65c826e56ebb78a68aaec29acdeb504e69ce1","observation_id":"601657c0-766e-4bef-9445-4f8e7583f7a7","resolution":{"observed_at":"2026-08-08T13:45:06.616211Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.618939Z","title":"Towards accurate marker-less hu- man shape and pose estimation over time","venue":null,"work_id":null,"year":2017},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":32,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.618939Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:7ea71b2982029d06ebc07bc42292771e11aca924ce4cc6f9bd0ccbbc0b26da9b","observation_id":"c26efd05-5431-46d1-8115-95e0c957baa0","resolution":{"observed_at":"2026-08-08T13:45:06.618939Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.621707Z","title":"Deep volumetric video from very sparse multi- view performance capture","venue":null,"work_id":null,"year":null},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":33,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.621707Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:d2e80ca3b0e5a626748813d3c14716b52f7bf7ed0435a23e63658cb60208ae26","observation_id":"db89e193-eaec-493b-aa51-f5fba1de602b","resolution":{"observed_at":"2026-08-08T13:45:06.621707Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.625261Z","title":"Arch: Animatable reconstruction of clothed humans","venue":null,"work_id":null,"year":2020},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":34,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.625261Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:c5168e6c22c97cafeb4ccd6b655c71046da424f7ff3dce0375ad1183c31e3af6","observation_id":"3842f6fb-5f08-4d20-8d2f-9d4cd55491f4","resolution":{"observed_at":"2026-08-08T13:45:06.625261Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.628449Z","title":"Neural mesh-based graphics","venue":null,"work_id":null,"year":2022},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":35,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.628449Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:683d9af92ba04cef6ab3f581fb8d7f574f451cbb95aa1d1ee31eb7cd81b969f6","observation_id":"3bdb380a-ab4b-443b-a31e-a3a636f9e000","resolution":{"observed_at":"2026-08-08T13:45:06.628449Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":{"arxiv_id":"2408.14724","last_updated":"2024-09-28T16:47:19Z","snapshot_observed_at":"2026-07-06T19:06:19.400102Z","submitted_at":"2024-08-27T01:28:15Z","title":"GeoTransfer : Generalizable Few-Shot Multi-View Reconstruction via Transfer Learning","version":2},"cited_work":{"arxiv_id":"2408.14724","doi":null,"metadata_source":"pith","pith_arxiv_id":"2408.14724","snapshot_observed_at":"2026-08-08T13:45:06.989224Z","title":"GeoTransfer : Generalizable Few-Shot Multi-View Reconstruction via Transfer Learning","venue":"cs.CV","work_id":"836a4928-141a-4543-a26f-68eca576c024","year":2024},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":36,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.631289Z"},"links":{"cited_paper":"/paper/2408.14724","citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:79157d73dc52e6813d7df142054c636988d087d809b87bd4e9cd01319318f049","observation_id":"f5442d57-3910-46e9-b75d-1941484a5bf2","resolution":{"observed_at":"2026-08-08T13:45:06.993849Z","resolver_source":"local_arxiv","status":"verified_exact"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.634877Z","title":"Selfrecon: Self reconstruction your digital avatar from monocular video","venue":null,"work_id":null,"year":2022},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":37,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.634877Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:e71ccd5a9047d6c20421dbf50b9cd25872db507e184bb1da78026fcb8f12ce0c","observation_id":"dd8d2c7d-5ddf-46ad-bda0-338a1b25e566","resolution":{"observed_at":"2026-08-08T13:45:06.634877Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.637902Z","title":"Coherent reconstruction of multiple humans from a single image","venue":null,"work_id":null,"year":2020},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":38,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.637902Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:1e5172f39c59a9fe983241a7bd14d3567869235b0f8a3262982e1164c7e6de66","observation_id":"8ce3c1ea-4d60-499e-a533-c6ee4a4522b9","resolution":{"observed_at":"2026-08-08T13:45:06.637902Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.641163Z","title":"Panoptic studio: A massively multiview system for social motion capture","venue":null,"work_id":null,"year":null},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":39,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.641163Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:bfee4b178a523fa4113a771897099e85d229fe00259cde439d6215d9864f22f8","observation_id":"b9d8ac46-6f58-495a-a336-0a9b6588d663","resolution":{"observed_at":"2026-08-08T13:45:06.641163Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.644751Z","title":"Panoptic studio: A massively multiview system for social interaction capture","venue":null,"work_id":null,"year":2017},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":40,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.644751Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:e47b773bcc0befe06072b5676ac7af8bf93f1bba24968876edf9c7ace5ac8312","observation_id":"ed315c4d-60e2-42e2-a299-fac3956730e7","resolution":{"observed_at":"2026-08-08T13:45:06.644751Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.647540Z","title":"End-to-end recovery of human shape and pose","venue":null,"work_id":null,"year":2018},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":41,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.647540Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:57d738bd91c3c69ffbcd06bab028d6bad018fc5d627ab1497a46902e4c3d90f3","observation_id":"6e8025ec-bca0-4a10-a604-1f967671259d","resolution":{"observed_at":"2026-08-08T13:45:06.647540Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.651112Z","title":"Neural lumigraph ren- dering","venue":null,"work_id":null,"year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":42,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.651112Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:92bac84e3d8971194d526971ee755d6f21946317e384d8d5acc839ca240fbfef","observation_id":"95e1f8ca-3b72-4e3f-af0e-e73b7dab8782","resolution":{"observed_at":"2026-08-08T13:45:06.651112Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.654598Z","title":"Infonerf: Ray entropy minimization for few-shot neural volume ren- dering","venue":null,"work_id":null,"year":2022},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":43,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.654598Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:03ecb5c6382cb072bdfd709487b5020d083fd3cb3ae230a7e684c33a8ed29856","observation_id":"8d9cc53e-a22a-41d6-8583-e6c3a25bc815","resolution":{"observed_at":"2026-08-08T13:45:06.654598Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":{"arxiv_id":"1412.6980","last_updated":"2017-01-30T01:27:54Z","snapshot_observed_at":"2026-07-06T02:11:23.670680Z","submitted_at":"2014-12-22T13:54:29Z","title":"Adam: A Method for Stochastic Optimization","version":9},"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":"1412.6980","snapshot_observed_at":"2026-08-08T13:45:06.657561Z","title":"Adam: A method for stochastic optimization","venue":null,"work_id":null,"year":null},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":44,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.657561Z"},"links":{"cited_paper":"/paper/1412.6980","citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:56aa140ea76c102902f7919497768f3d4b096eac88294e292d4ce07dac7c17da","observation_id":"4789f7cb-4c77-4770-9a26-1a4668e81cfc","resolution":{"observed_at":"2026-08-08T13:45:06.657561Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.660916Z","title":null,"venue":null,"work_id":null,"year":2020},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":45,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.660916Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:5af4f43b98e5d956e614af0c32791e88bee6e1b7feec55b72ba8f3a58ac3a3e2","observation_id":"f1df4c66-3226-4c52-a511-b3629566f68d","resolution":{"observed_at":"2026-08-08T13:45:06.660916Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.740333Z","title":"Neural human performer: Learning generalizable radiance fields for human performance rendering.Advances in Neural Information Processing Systems, 34, 2021","venue":null,"work_id":"f33a2d95-b4b6-4f5b-836d-2e3bd4d90e3a","year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":46,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.664242Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:c3b27ee8034dd7d09f39bf5de96b2cb0803db347ed0379c004d1e0536db05c0a","observation_id":"c40290b8-cb11-4a63-a981-4a49a0053a69","resolution":{"observed_at":"2026-08-08T13:45:07.743573Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.731124Z","title":"Shape reconstruction using volume sweeping and learned photoconsistency","venue":null,"work_id":"efa5b711-9b3f-4bbb-b450-9fcad8032ad7","year":2018},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":47,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.667366Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:716bb8b787a4f37d898a6ff56738377eb0df65941cb34f6dad8d6b27876ba9c9","observation_id":"a0c7f19f-abca-43c6-9c8a-85fd83a5b53d","resolution":{"observed_at":"2026-08-08T13:45:07.734266Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.721751Z","title":"Learn- ing generalizable light field networks from few images","venue":null,"work_id":"c8d71e1d-baa9-4fe7-b803-5e42e5292589","year":2023},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":48,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.670460Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:e88374a522efafd60820b3da3f2a32eeb1b7c7c4bbffd44baee2c5b7518d09ad","observation_id":"04099f4b-88d6-48f3-b1c4-24254da76f28","resolution":{"observed_at":"2026-08-08T13:45:07.725484Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.712212Z","title":"Regu- larizing neural radiance fields from sparse rgb-d inputs","venue":null,"work_id":"cc8c3f6e-35dc-4902-9fd1-6e9ac03d0edb","year":2023},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":49,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.673282Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:ca389f1c86f5bcb53f6a30dc5198d4dbf21ef765ee8d2acc944aef847cdabf55","observation_id":"2f63c167-14ff-4ccd-bd37-dd8cdc6c6c58","resolution":{"observed_at":"2026-08-08T13:45:07.715783Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.702131Z","title":"Shape-aware human pose and shape reconstruction using multi-view images","venue":null,"work_id":"54a92111-f8c3-4b16-9333-2937d6889a35","year":2019},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":50,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.676167Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:7f5c34b84c732027d9d781a1b0bc7fa3f26fee7590ba14dd08eb82bbc03a3045","observation_id":"2b4e305c-e7b4-4443-a441-35d9a98b0a08","resolution":{"observed_at":"2026-08-08T13:45:07.705730Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.692309Z","title":"Dynamic plane convolutional occupancy networks","venue":null,"work_id":"054c2a12-1f35-4394-b83b-703429eca5f1","year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":51,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.680174Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:97cc371527c0af3d246e47b8707fdbcf51b4950d449de063f7686ac86ec9fefb","observation_id":"f610b6d3-5cca-4d85-b723-47a2c78a0476","resolution":{"observed_at":"2026-08-08T13:45:07.695775Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.682196Z","title":"Neural actor: Neural free-view synthesis of human actors with pose con- trol","venue":null,"work_id":"46f5678d-f0b2-457b-a628-e163f1d173b8","year":null},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":52,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.683080Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:068f38a7218f0cea8770bdb69af7fd8ea107e1e32a9475a83d5332ab7dc63eb2","observation_id":"9355ebe1-01e4-490a-b761-f49a7f285056","resolution":{"observed_at":"2026-08-08T13:45:07.686143Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.672088Z","title":"Recent advances of monocular 2d and 3d human pose estimation: A deep learning perspective","venue":null,"work_id":"d9e840cf-def3-467e-8a64-5ef016986033","year":2022},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":53,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.686560Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:1264a8fa4c7e8385b4efa223a904e7906ab642f6945084329fba504f0f21bf54","observation_id":"028c4df0-fff4-4cd0-94ce-e76ba4dc264b","resolution":{"observed_at":"2026-08-08T13:45:07.675686Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.662529Z","title":"Markerless motion capture of multiple characters using multiview image seg- mentation","venue":null,"work_id":"8dbc4092-4576-43a7-bfb5-daa63731ad39","year":2013},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":54,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.689464Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:9df3dbc806e233e1b85d34ae3e8d4427196c883bd6ff6d858485213624eae2fb","observation_id":"5e39a56d-6791-420d-a27a-e166132daca0","resolution":{"observed_at":"2026-08-08T13:45:07.666018Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.652539Z","title":"Markerless motion capture of in- teracting characters using multi-view image segmentation","venue":null,"work_id":"374475db-a6e8-4b98-a72b-da1ad082e3c0","year":2011},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":55,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.692829Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:4b87d236b940e5aa929f956cccd73a12398b1fd116bff71e4b0a06b2d4c0027b","observation_id":"3790aab9-0a59-4248-81d9-a3658909c073","resolution":{"observed_at":"2026-08-08T13:45:07.656103Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.643010Z","title":"SparseNeuS: Fast generalizable neural sur- face reconstruction from sparse views","venue":null,"work_id":"742d2269-6419-48a2-be8a-6d3910c281e6","year":2022},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":56,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.695659Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:8d91c4e0ddffd598eeef70a9efa95a375ad38e9dc45a6606c63500420b188f50","observation_id":"f80280b0-7434-404b-b9a8-593621442c3c","resolution":{"observed_at":"2026-08-08T13:45:07.646474Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.633219Z","title":"Smpl: A skinned multi-person linear model","venue":null,"work_id":"3bfc0412-bd82-4d8e-bc81-1e6dc59a4fed","year":2015},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":57,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.698535Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:98fed242ff046babf07deec330c1e32763e0c936e1d9d0cd86855103826d1139","observation_id":"c8e0f005-c48e-4bb1-aafa-512b204e101c","resolution":{"observed_at":"2026-08-08T13:45:07.636773Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.622410Z","title":"Nerf in the wild: Neural radiance fields for uncon- strained photo collections","venue":null,"work_id":"7f916ee0-ce20-4af8-aa87-8c34df8b0307","year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":58,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.701843Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:177fd4df998b807726537dcb337636d6471f9e4675dc98ac4c4a1d1013e1ddac","observation_id":"7214ce3f-067d-47e8-8e9c-20594d6769dd","resolution":{"observed_at":"2026-08-08T13:45:07.626010Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.612386Z","title":"Nerf: Representing scenes as neural radiance fields for view syn- thesis","venue":null,"work_id":"8b481b6c-7605-4f39-8ff6-5ee5a276f016","year":2020},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":59,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.705336Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:2b98cf462c399f13108f6e9ea90d1c75696a85fef9e8aacdde5830526b831090","observation_id":"19ffdf49-9c81-4ff5-abcf-1ba473fbf1b8","resolution":{"observed_at":"2026-08-08T13:45:07.616018Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.602173Z","title":"On self-contact and human pose","venue":null,"work_id":"3641d3ee-24fe-4c5e-be31-84df8b7a6540","year":null},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":60,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.708417Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:ddb5dde0148a376d1789799a1fdbda62ea6cf79e2158b337cc199326e63bb6e8","observation_id":"499e2069-de65-4302-81b3-19e14ab00b2b","resolution":{"observed_at":"2026-08-08T13:45:07.606090Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.592044Z","title":"Multi-person implicit reconstruction from a single image","venue":null,"work_id":"1ac38028-4273-4f7a-b383-c5bf16063f4b","year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":61,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.711959Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:a5dca4fb2d316cee729487bc72dad0f2567ee90f43dee5668972351534651948","observation_id":"57414707-b007-418c-9d87-e6b6b6b966aa","resolution":{"observed_at":"2026-08-08T13:45:07.595244Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.582736Z","title":"Regnerf: Regularizing neural radiance fields for view syn- thesis from sparse inputs","venue":null,"work_id":"e55f3a0d-98c0-45ca-ae64-4e78901e7a3f","year":2022},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":62,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.714924Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:c7149ef874d3abfe480ca0daa2dba7e294f7f2afae412968c8ae1ce4a56acb5c","observation_id":"206192ce-2008-4d8c-bb0e-79b98e984144","resolution":{"observed_at":"2026-08-08T13:45:07.585865Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.573552Z","title":"Differentiable volumetric rendering: Learning implicit 3d representations without 3d supervi- sion","venue":null,"work_id":"6387055b-3b38-4acf-b08f-29d94902661b","year":null},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":63,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.717908Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:7365a9cb7f182321fe59e5f01405b16832cbc5d09477827d1dcae59cffaf1444","observation_id":"8cd5a34d-34cf-41bb-ab0b-0e87fc3abb04","resolution":{"observed_at":"2026-08-08T13:45:07.576822Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.564289Z","title":"Unisurf: Unifying neural implicit surfaces and radiance fields for multi-view reconstruction","venue":null,"work_id":"ebc7eb81-c169-40ba-b3f3-3ace0fe67837","year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":64,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.720857Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:4711d78a677a864b7e6391b792826efd67c99cc67fbc3bb0de3e3ffc917c94bd","observation_id":"94067686-3172-4ced-827b-8c514b920154","resolution":{"observed_at":"2026-08-08T13:45:07.567590Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.554721Z","title":"Few’zero level set’-shot learning of shape signed distance functions in fea- ture space","venue":null,"work_id":"b2cf6fe2-b6e0-4c72-bdb4-06f4c53dcc79","year":2022},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":65,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.723689Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:1d5941b021259c831b448c4fe170a01539d03daaacd726e1b79797f565cc2be4","observation_id":"03362d14-b85b-43d8-967b-aa214458cef4","resolution":{"observed_at":"2026-08-08T13:45:07.558247Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":{"arxiv_id":"2408.15114","last_updated":"2024-08-27T14:54:33Z","snapshot_observed_at":"2026-08-03T16:34:20.847775Z","submitted_at":"2024-08-27T14:54:33Z","title":"Few-Shot Unsupervised Implicit Neural Shape Representation Learning with Spatial Adversaries","version":1},"cited_work":{"arxiv_id":"2408.15114","doi":null,"metadata_source":"pith","pith_arxiv_id":"2408.15114","snapshot_observed_at":"2026-08-08T13:45:06.958812Z","title":"Few-Shot Unsupervised Implicit Neural Shape Representation Learning with Spatial Adversaries","venue":"cs.CV","work_id":"bd160b09-833a-4077-90f8-302d5cc992c7","year":2024},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":66,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.726577Z"},"links":{"cited_paper":"/paper/2408.15114","citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:3ae096ceeedabceb27baaa5a6d9331d0d35535308737f762a50c3639bc7b852d","observation_id":"086014ed-fc84-4638-b468-1076d48f881a","resolution":{"observed_at":"2026-08-08T13:45:06.966410Z","resolver_source":"local_arxiv","status":"verified_exact"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.544832Z","title":"Mixing-denoising generalizable occupancy networks","venue":null,"work_id":"bf274cc5-ba3f-45b3-a3cf-da3dc0ef914e","year":2024},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":67,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.730297Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:e9d7da08de720cc43176dbc8c014138fdccb2559d487dae5111b9f10004e8d78","observation_id":"baa9b615-644d-4e21-8758-e70b3877a6c4","resolution":{"observed_at":"2026-08-08T13:45:07.548443Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.535036Z","title":"Robustifying gen- eralizable implicit shape networks with a tunable non- parametric model","venue":null,"work_id":"12f8bb56-7117-4c45-9073-f49c8c1c88f0","year":2024},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":68,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.733307Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:6de52b31ffe0b0c7a2f548ced9a28f98f2ba86212317b0cf364791ff7c05411c","observation_id":"4d0119ac-e1f5-4eb9-b89b-47c595814227","resolution":{"observed_at":"2026-08-08T13:45:07.538755Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.524683Z","title":"Unsupervised oc- cupancy learning from sparse point cloud","venue":null,"work_id":"f3f5453b-07ac-4e8d-87aa-5f021f1ca50e","year":2024},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":69,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.737011Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:b7057b36349540b69aff5f145a9c166adf142dd830debd87d714ca3eef9aad32","observation_id":"cbcb2277-c6ac-46ab-97a5-084dba637ca5","resolution":{"observed_at":"2026-08-08T13:45:07.528564Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.514524Z","title":"Toward robust neural reconstruction from sparse point sets, 2024","venue":null,"work_id":"2f67a5a8-3a99-4d69-a0a6-c7904fcb8fd6","year":2024},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":70,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.740247Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:4b00f3bff9a5220b89b3dd0748ef1d438c9e28ad276e55b0477dbbb2a39ed1b4","observation_id":"1a4f4bb6-e3f5-49a5-905d-2d92b86522de","resolution":{"observed_at":"2026-08-08T13:45:07.518208Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.504528Z","title":"Deepsdf: Learning continuous signed distance functions for shape representa- tion","venue":null,"work_id":"ed214afd-9212-4e0b-9d4a-a28f9614b813","year":2019},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":71,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.743419Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:2114bc4c1bf3f0b14f671010050f11940d4aa18ad1f3b6b6b565debd7c4b3baf","observation_id":"7a864f8e-5959-48fd-b846-f0fdb6d66043","resolution":{"observed_at":"2026-08-08T13:45:07.508076Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.494222Z","title":"Pytorch: An imperative style, high-performance deep learning library","venue":null,"work_id":"1fb04d22-55ba-4d8d-8eb2-a05d14beaf49","year":null},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":72,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.746714Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:3037cac4ac2b71c2c3c631d8bfec9863433eb298381646d924f5c81b48f84b43","observation_id":"1e96beff-950b-4eb2-8a11-e7fe6c4c4046","resolution":{"observed_at":"2026-08-08T13:45:07.497875Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.483671Z","title":"An- imatable neural radiance fields for modeling dynamic hu- man bodies","venue":null,"work_id":"b4a7db54-dac7-44dd-b983-383d83321094","year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":73,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.749697Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:c9cceabd837e89f32bca2645b64dc1d4cda5e8c2b49595aacbe2208ebc2afccd","observation_id":"cbff0992-fa96-418a-ba69-043c6b1c5c8b","resolution":{"observed_at":"2026-08-08T13:45:07.487325Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.473524Z","title":"Shape as points: A differentiable poisson solver","venue":null,"work_id":"b53d558e-62a1-470a-be49-f0b200cd8914","year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":74,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.752526Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:c7375637713c3e51567a4f80964c360a91b83935e97cea2bc3f18f1eb1658728","observation_id":"19f0c2f4-b02f-4f18-962d-19dea8b14dae","resolution":{"observed_at":"2026-08-08T13:45:07.477048Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.463288Z","title":"Convolutional occupancy networks","venue":null,"work_id":"a5975d69-6ed3-43fd-b37b-f22105ea93dd","year":2020},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":75,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.755517Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:3d71d50aa083c1cd34b003f96534a9d778612cf4c27f9c092edf7f68ff377bdc","observation_id":"ac68e070-1d18-4228-94c4-3c533ca0b5c4","resolution":{"observed_at":"2026-08-08T13:45:07.466821Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.452102Z","title":"Neural body: Implicit neural representations with structured latent codes for novel view synthesis of dynamic humans","venue":null,"work_id":"539afae1-53d4-4ece-9f6e-3ad84d09c9ed","year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":76,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.758328Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:b289581f5b7761a68696ef1894bd483a1ab554d122e01bfa0b10ff4f9d5cb2e7","observation_id":"6808d697-5df2-470c-afc5-5aa802f297b8","resolution":{"observed_at":"2026-08-08T13:45:07.456240Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.439793Z","title":"Dense depth priors for neural radiance fields from sparse input views","venue":null,"work_id":"71cccea0-35fe-498d-9703-4f522f69b0a4","year":2022},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":77,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.761240Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:fe2c49238f0f813f266423ad099a9156ade2bf4aba406c4d43565eb4f97e4014","observation_id":"52327146-2d3b-4d42-ac7f-72178beb6c35","resolution":{"observed_at":"2026-08-08T13:45:07.443357Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.429984Z","title":"Pifu: Pixel-aligned implicit function for high-resolution clothed human digiti- zation","venue":null,"work_id":"2d71e140-55aa-4cbf-8e27-49b02467fb64","year":2019},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":78,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.764040Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:47e2714eb0e4bdfbe79153fd089cf6239179cd44e42edfc6ab227dcc4e55f350","observation_id":"3f7bf7b5-5b02-49a9-b68c-f2e57c734c2c","resolution":{"observed_at":"2026-08-08T13:45:07.433416Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.419802Z","title":"Pifuhd: Multi-level pixel-aligned implicit function for high-resolution 3d human digitization","venue":null,"work_id":"408a8bf9-2c89-4223-8cdb-d2e30bf7bd84","year":2020},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":79,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.766744Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:f59decf65361375dd34fdecd7a37b05d277bc546d5adbbfb094847308378250b","observation_id":"f623ed77-b706-4de3-9e97-ade85ed12fc8","resolution":{"observed_at":"2026-08-08T13:45:07.423434Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.409457Z","title":"Novel view synthe- sis of human interactions from sparse multi-view videos","venue":null,"work_id":"fd0e6d0c-e556-4f9c-a802-c00f9b26f721","year":2022},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":80,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.769448Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:5e70d77699a3b09617cafb285a9ca94c4df8650bb2304d0097cdf63a31941166","observation_id":"6df871e8-2568-4252-9954-5a77d4661e5c","resolution":{"observed_at":"2026-08-08T13:45:07.413169Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.398968Z","title":"Hand key- point detection in single images using multiview bootstrap- ping","venue":null,"work_id":"ee328ff3-c7ac-4ec1-8472-52ffae2a4b21","year":2017},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":81,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.772156Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:de3ce21f1b074990c268a1657a47e7d15d2b3a64f1e0ad2151f86427c441051b","observation_id":"f3f69742-e0eb-4c4b-86d3-83c89886f8ca","resolution":{"observed_at":"2026-08-08T13:45:07.402707Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:06.774800Z","title":"Surface capture for performance-based animation","venue":null,"work_id":null,"year":2007},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":82,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.774800Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:6a6527d37a44242db00ed7f755fc1e2e81e9e97ff6b9711984d8c94b97c57a01","observation_id":"d88cc041-b854-4562-854c-80a518a6b754","resolution":{"observed_at":"2026-08-08T13:45:06.774800Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.382608Z","title":"Monocular, one-stage, regression of mul- tiple 3d people","venue":null,"work_id":"14310804-9b12-42e1-bc3b-1538da3e73c2","year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":83,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.777952Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:04cc5f717f053207d44214190154ec7219b8469d1d5620b5f20aa996c3119627","observation_id":"2501f410-17a4-4180-9b9a-7e556246f6b6","resolution":{"observed_at":"2026-08-08T13:45:07.386105Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.372427Z","title":"Putting people in their place: Monocular regression of 3d people in depth","venue":null,"work_id":"fb3d85db-9d84-4a01-81a1-4a2b9d41587e","year":2022},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":84,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.780695Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:ee1bd5f25eaf52aedf09c796eb646b730f57aff9edc549c9645c5861a3bc2035","observation_id":"4a13fa53-55a2-48c4-adec-91395b2a3765","resolution":{"observed_at":"2026-08-08T13:45:07.376103Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.362361Z","title":"Fourier fea- tures let networks learn high frequency functions in low di- mensional domains","venue":null,"work_id":"de1e6729-a71c-4b9f-8c36-48c66d8e806d","year":2020},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":85,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.783445Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:cd38a257b5f78265ed1e8450b4002f04f06e0d29d7fd0b555fe5625d4916c635","observation_id":"6a109f41-1610-443f-ad19-7d084f1d5568","resolution":{"observed_at":"2026-08-08T13:45:07.366137Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.351489Z","title":"De- ferred neural rendering: Image synthesis using neural tex- tures","venue":null,"work_id":"e4660016-a84b-4a8b-b5ad-8033902741fb","year":null},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":86,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.786193Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:2f44cbd4c1c6d9f94f53d77d17cbc8d95005a7e1c2843685fc72866924181e5f","observation_id":"633fcefd-7ef0-45e2-b564-0a5abc0c8148","resolution":{"observed_at":"2026-08-08T13:45:07.355426Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.341652Z","title":"Body size and depth disambiguation in multi-person reconstruction from single images","venue":null,"work_id":"a01aff58-507b-4626-8b11-c781d37b14c0","year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":87,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.788919Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:0d53fdc33ea41d853217c407bc1e77c09a83e9fc34842a179c73f1640c8b4004","observation_id":"136a8faa-ceff-47ef-845d-b70f0f4be76e","resolution":{"observed_at":"2026-08-08T13:45:07.345241Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.330792Z","title":"Articulated mesh animation from multi-view sil- houettes","venue":null,"work_id":"7464c6c2-063b-4fc1-b2af-d9f2a4736419","year":2008},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":88,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.792545Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:e958d3aa9e8dbd3de8321ea21a317541d027d4e2b0921f3e586fed0c423fd0e7","observation_id":"eeee992b-9e12-4193-9f66-962b7c9b3d8b","resolution":{"observed_at":"2026-08-08T13:45:07.334599Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.320075Z","title":"Dynamic shape capture using multi-view photometric stereo","venue":null,"work_id":"be584917-60e5-40af-8582-0d8cf04e97a5","year":2009},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":89,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.796463Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:c395ef2f327eb48cd398f6075871e35de5430864686b5105aa2a890a634f6333","observation_id":"fd4ae405-babc-490d-a005-a06140ce0f52","resolution":{"observed_at":"2026-08-08T13:45:07.323786Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":{"arxiv_id":"2106.10689","last_updated":"2023-02-01T06:00:21Z","snapshot_observed_at":"2026-08-02T09:26:48.635481Z","submitted_at":"2021-06-20T12:59:42Z","title":"NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction","version":3},"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":null,"pith_arxiv_id":"2106.10689","snapshot_observed_at":"2026-08-08T13:45:06.800222Z","title":"Neus: Learning neural implicit surfaces by volume rendering for multi-view recon- struction","venue":null,"work_id":null,"year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":90,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.800222Z"},"links":{"cited_paper":"/paper/2106.10689","citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:76bedacccc2c1f7b1398b5a08b7073af8145c5e27eb7506f573517f13d6fbfda","observation_id":"b627d49b-4f0a-41af-814c-6f8b4a629784","resolution":{"observed_at":"2026-08-08T13:45:06.800222Z","resolver_source":null,"status":"unresolved"},"standing_notice":{"events":[],"reason":"canonical_work_link_unavailable","source_receipts":[],"state":"unavailable"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.310174Z","title":"Arah: Animatable volume rendering of articulated human sdfs","venue":null,"work_id":"9c31eeee-5044-496a-a0c7-26153446961f","year":null},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":91,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.804778Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:1c7f9dd744af4fa4489e740405616dc5327bb48d998bfd42ec503be31033f094","observation_id":"097d8f24-5add-4e66-a706-4baa1af398bf","resolution":{"observed_at":"2026-08-08T13:45:07.313901Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.299442Z","title":"Image quality assessment: from error visibility to structural similarity","venue":null,"work_id":"c5aca0c7-b193-4dd5-abad-2cbd496cab07","year":2004},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":92,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.808695Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:fffbefa77a67f3e0545202d18ed33f36b75d2dd64c0de6c87688160f5fbd4e8d","observation_id":"92cf72a1-7d35-4ed6-becc-1dc9c36f8d42","resolution":{"observed_at":"2026-08-08T13:45:07.303212Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.289983Z","title":"Hu- mannerf: Free-viewpoint rendering of moving people from monocular video","venue":null,"work_id":"8a945e72-ed52-449d-a575-fcb3533c4857","year":2022},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":93,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.812494Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:f3b994a35dbb055eb05eb67b35e212f910130ca83a1105dfb978d5cb6591f792","observation_id":"86ef6533-db72-4e4b-82b4-a3191b8858c3","resolution":{"observed_at":"2026-08-08T13:45:07.293326Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.280831Z","title":"Neural fields as learnable kernels for 3d reconstruction","venue":null,"work_id":"fe42b0e6-1201-462f-b404-1af497f6779f","year":2022},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":94,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.816370Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:757930923e140ba873a3dde020815abb365a509ebed360ef94df3fc7e22b6103","observation_id":"80e6373a-1b70-45d6-a1cd-2c645aade2f8","resolution":{"observed_at":"2026-08-08T13:45:07.284155Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.271957Z","title":"Neural splines: Fitting 3d surfaces with infinitely- wide neural networks","venue":null,"work_id":"6942a113-99b9-48aa-9895-04c711faa26e","year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":95,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.820155Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:adbb7eec28d9316d7d0e44ceb0c4363f2fd7eb779aa49003514859ed1e2305e4","observation_id":"57c285f1-14d2-4949-b6ae-3a2598a3dbf6","resolution":{"observed_at":"2026-08-08T13:45:07.275070Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.263221Z","title":"On-set performance capture of multiple actors with a stereo camera","venue":null,"work_id":"51dd495f-5145-4611-abf6-0cfbe4655919","year":2013},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":96,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.823848Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:d849328ea36cb219f348a41b012b67bad3179816f2b520df7c47e3b3115e02bf","observation_id":"a625e3c0-ce69-460c-b46d-527e2c68c103","resolution":{"observed_at":"2026-08-08T13:45:07.266301Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.253408Z","title":"Full body performance capture under uncontrolled and vary- ing illumination: A shading-based approach","venue":null,"work_id":"241e451d-67af-4394-aecd-6aedc054f53e","year":null},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":97,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.827742Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:3367278879d159d3dc3f3e542baa5e8826885addf7ba4c303e185a0ffa4bdeb1","observation_id":"5eae8b32-489e-467f-ba4b-960a1466cb13","resolution":{"observed_at":"2026-08-08T13:45:07.257048Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.243977Z","title":"Multi- view neural human rendering","venue":null,"work_id":"05ac3b04-b2b0-4388-a6e4-b5414f10268f","year":2020},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":98,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.831667Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:24a1da610bf1d4e39d9976690ade84ebdc4d22d64275db2a2d6b46c3cbb34050","observation_id":"5a12fb29-4a42-4b21-bdb4-19998e42a9f8","resolution":{"observed_at":"2026-08-08T13:45:07.247460Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.234322Z","title":"H-nerf: Neural radiance fields for rendering and temporal reconstruction of humans in motion.Advances in Neural In- formation Processing Systems, 34:14955–14966, 2021","venue":null,"work_id":"83d752d7-a64a-4556-ab17-a27328fe3907","year":2021},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":99,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.835879Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:3efba5f3050b075d4796294dbbd176d797e7838e0dfa67097f3ac46739e39a07","observation_id":"aba670a1-47ab-4e7a-b669-bb4e017370a6","resolution":{"observed_at":"2026-08-08T13:45:07.237943Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}},{"citation":{"cited_paper":null,"cited_work":{"arxiv_id":null,"doi":null,"metadata_source":"raw_reference","pith_arxiv_id":null,"snapshot_observed_at":"2026-08-08T13:45:07.224019Z","title":"V olume rendering of neural implicit surfaces","venue":null,"work_id":"0ce09c41-207a-4876-b8a5-6874dcb8a4de","year":null},"citing_paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints","version":1},"reference_index":100,"source":"pdf_text","source_observed_at":"2026-08-08T13:45:06.839661Z"},"links":{"citing_paper":"/paper/2502.07140"},"observation_digest":"sha256:2c6f930989a984a202de07e626ff4fd55dae29bafd7896ef7deea1175eaccd17","observation_id":"3d46387c-b43b-4d17-8ecd-54b945555cfb","resolution":{"observed_at":"2026-08-08T13:45:07.227598Z","resolver_source":"raw_fallback","status":"verified_fuzzy"},"standing_notice":{"events":[],"observation":"No event found in the named queried sources as of 2026-08-08T06:32:00.761636+00:00.","reason":null,"source_receipts":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"state":"measured"}}],"paper":{"arxiv_id":"2502.07140","last_updated":"2025-02-11T00:10:58Z","latest_version":1,"primary_category":"cs.CV","snapshot_observed_at":"2026-08-08T13:39:12.532412Z","submitted_at":"2025-02-11T00:10:58Z","title":"Few-Shot Multi-Human Neural Rendering Using Geometry Constraints"},"reference_resolution":{"displayed":100,"state_counts":{"malformed_identifier":0,"metadata_mismatch":0,"parse_uncertain":0,"unresolved":46,"verified_exact":2,"verified_fuzzy":52},"total_outbound_references":121},"refusal":"A citation records a reference. It does not transfer a finding from one paper to another.","schema":"pith.paper-citation-record.v1","standing_sources":[{"observed_at":"2026-08-08T06:32:00.761636+00:00","source":"crossref"},{"observed_at":"2026-08-08T06:31:55.24221+00:00","source":"retraction_watch"}],"thesis":"As of 9 August 2026, this Paper Citation Record lists 100 of 121 outbound references and 0 inbound Pith citation observations for arXiv:2502.07140."}