让2D高斯点更精细地贴图,提升任意视角下的渲染质量。
HDGS: Textured 2D Gaussian Splatting for Enhanced Scene Rendering
- 用纹理映射对齐2D高斯点,增强细节表现力
- 在多个数据集上实现更优的抗锯齿与细节保留效果
- 适合需要高保真3D场景重建的研究者和开发者
近年来,神经渲染中的2D高斯点阵(2DGS)在联合重建精细外观与几何结构方面表现出色,利用2D高斯表元(surfels)实现高效渲染。然而,现有方法在任意视角渲染时仍面临显著挑战,如低分辨率渲染时的抗锯齿问题,以及高分辨率下纹理细节丢失。本文提出一种新方法,将2D surfels与纹理贴图对齐,并引入逐射线深度排序与基于Fisher的剪枝策略,以保障渲染一致性与效率。正确的绘制顺序结合每表元纹理贴图,显著提升了捕捉细微结构的能力。为在不同视角下保持高保真细节,设计了基于视锥的采样机制,有效缓解了混叠伪影。在基准数据集及自建的纹理丰富数据集上的实验表明,本方法在细节保留与抗锯齿方面均优于现有技术。
原文摘要 · Abstract (English)
Recent advancements in neural rendering, particularly 2D Gaussian Splatting (2DGS), have shown promising results for jointly reconstructing fine appearance and geometry by leveraging 2D Gaussian surfels. However, current methods face significant challenges when rendering at arbitrary viewpoints, such as anti-aliasing for down-sampled rendering, and texture detail preservation for high-resolution rendering. We proposed a novel method to align the 2D surfels with texture maps and augment it with per-ray depth sorting and fisher-based pruning for rendering consistency and efficiency. With correct order, per-surfel texture maps significantly improve the capabilities to capture fine details. Additionally, to render high-fidelity details in varying viewpoints, we designed a frustum-based sampling method to mitigate the aliasing artifacts. Experimental results on benchmarks and our custom texture-rich dataset demonstrate that our method surpasses existing techniques, particularly in detail preservation and anti-aliasing.
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