arXiv:2409.12954cs.CVcs.GR2024-09被引 29

让每个高斯点独立贴图,实现几何与外观解耦,用更少点还原更真实画面。

GStex: Per-Primitive Texturing of 2D Gaussian Splatting for Decoupled Appearance and Geometry Modeling

  • 为每个2D高斯点添加独立纹理,分离外观与几何信息。
  • 减少高斯点数量时仍保持更高画质和视图合成精度。
  • 支持场景外观编辑与重贴图,适合需要精细控制的渲染任务。

高斯点阵在视图合成与场景重建中表现出色,通过优化数万至数百万个2D或3D高斯基元的位置、尺度、颜色和透明度,实现逼真的视觉效果。然而,每个高斯基元同时编码外观与几何,导致二者强耦合——即使场景几何简单(如带纹理的平面),也需大量基元才能实现高保真外观建模。本文提出对每个2D高斯基元进行独立贴图,使单个基元即可捕捉外观细节。通过基元级贴图,外观表示与场景拓扑及复杂度解耦。实验表明,所提方法GStex在纹理生成方面优于先前工作;当减少高斯基元数量时,其新视角合成性能优于传统2D高斯点阵;此外,该方法还支持场景外观编辑与重贴图。

原文摘要 · Abstract (English)

Gaussian splatting has demonstrated excellent performance for view synthesis and scene reconstruction. The representation achieves photorealistic quality by optimizing the position, scale, color, and opacity of thousands to millions of 2D or 3D Gaussian primitives within a scene. However, since each Gaussian primitive encodes both appearance and geometry, these attributes are strongly coupled--thus, high-fidelity appearance modeling requires a large number of Gaussian primitives, even when the scene geometry is simple (e.g., for a textured planar surface). We propose to texture each 2D Gaussian primitive so that even a single Gaussian can be used to capture appearance details. By employing per-primitive texturing, our appearance representation is agnostic to the topology and complexity of the scene's geometry. We show that our approach, GStex, yields improved visual quality over prior work in texturing Gaussian splats. Furthermore, we demonstrate that our decoupling enables improved novel view synthesis performance compared to 2D Gaussian splatting when reducing the number of Gaussian primitives, and that GStex can be used for scene appearance editing and re-texturing.

高斯点阵纹理生成解耦建模视图合成

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