arXiv:2411.18625cs.CVcs.AI2024-11CVPR被引 46

给3D高斯点添加纹理,让模型更真实

Textured Gaussians for Enhanced 3D Scene Appearance Modeling

  • 为每个高斯点增加透明度和颜色纹理,突破单一色块限制
  • 使用纯透明度纹理即可显著提升表现力,结合颜色纹理效果最佳
  • 在物体与场景级数据上验证,质量超越现有方法

3D高斯点阵(3DGS)因其高质量重建与快速训练渲染成为主流3D建模技术。然而,同一高斯点覆盖的像素始终呈现相同颜色(仅受衰减因子影响),且单个高斯点所能表达的几何细节仅为简单椭球体,严重限制了其表达能力。为此,我们借鉴传统图形学中的纹理与透明度贴图思想,提出一种新型广义高斯外观表示:为每个高斯点引入alpha (A)、RGB或RGBA纹理贴图,以实现高斯体内部颜色与不透明度的空间变化。由此,每个高斯点可表达更丰富的纹理模式与几何结构,不再局限于单一颜色与椭球形状。实验发现,仅使用alpha纹理即可大幅增强表达力,进一步加入RGB纹理可达到最优效果。我们在多个标准基准数据集及自采物体与场景数据上验证方法,结果表明,在使用相似或更少高斯点的情况下,图像质量显著优于现有方法。

原文摘要 · Abstract (English)

3D Gaussian Splatting (3DGS) has recently emerged as a state-of-the-art 3D reconstruction and rendering technique due to its high-quality results and fast training and rendering time. However, pixels covered by the same Gaussian are always shaded in the same color up to a Gaussian falloff scaling factor. Furthermore, the finest geometric detail any individual Gaussian can represent is a simple ellipsoid. These properties of 3DGS greatly limit the expressivity of individual Gaussian primitives. To address these issues, we draw inspiration from texture and alpha mapping in traditional graphics and integrate it with 3DGS. Specifically, we propose a new generalized Gaussian appearance representation that augments each Gaussian with alpha~(A), RGB, or RGBA texture maps to model spatially varying color and opacity across the extent of each Gaussian. As such, each Gaussian can represent a richer set of texture patterns and geometric structures, instead of just a single color and ellipsoid as in naive Gaussian Splatting. Surprisingly, we found that the expressivity of Gaussians can be greatly improved by using alpha-only texture maps, and further augmenting Gaussians with RGB texture maps achieves the highest expressivity. We validate our method on a wide variety of standard benchmark datasets and our own custom captures at both the object and scene levels. We demonstrate image quality improvements over existing methods while using a similar or lower number of Gaussians.

3D建模高斯点阵纹理映射渲染优化

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