用纹理增强2D高斯点,让3D场景渲染更清晰逼真。
Gaussian Billboards: Expressive 2D Gaussian Splatting with Textures
- 在每个2D高斯点上加纹理映射,实现颜色空间变化。
- 相比原版2DGS,图像锐度提升,细节更丰富。
- 适合追求高保真3D重建的视觉算法研究者。
高斯点阵最近成为重建和渲染3D场景的主流表示方法。从3D到2D高斯点的转变进一步提升了多视角一致性与表面重建精度。本文指出2D高斯点阵(2DGS)与传统计算机图形学中的海报(billboards)具有相似性:两者均使用平面半透明2D几何体,在3D空间中定位、定向并缩放。但2DGS每个点仅用单一颜色,并通过高斯分布调节不透明度;而海报则通过纹理坐标参数化实现颜色调制,更具表现力。为此,我们提出高斯海报(Gaussian Billboards),对2DGS进行改进,引入每点纹理插值以实现空间变化的颜色表达。该方法融合了2DGS的鲁棒优化能力与纹理映射的表现力。在广泛的质量评估中,新方法相较原始2DGS显著提升了场景表示的锐度与整体质量。
原文摘要 · Abstract (English)
Gaussian Splatting has recently emerged as the go-to representation for reconstructing and rendering 3D scenes. The transition from 3D to 2D Gaussian primitives has further improved multi-view consistency and surface reconstruction accuracy. In this work we highlight the similarity between 2D Gaussian Splatting (2DGS) and billboards from traditional computer graphics. Both use flat semi-transparent 2D geometry that is positioned, oriented and scaled in 3D space. However 2DGS uses a solid color per splat and an opacity modulated by a Gaussian distribution, where billboards are more expressive, modulating the color with a uv-parameterized texture. We propose to unify these concepts by presenting Gaussian Billboards, a modification of 2DGS to add spatially-varying color achieved using per-splat texture interpolation. The result is a mixture of the two representations, which benefits from both the robust scene optimization power of 2DGS and the expressiveness of texture mapping. We show that our method can improve the sharpness and quality of the scene representation in a wide range of qualitative and quantitative evaluations compared to the original 2DGS implementation.
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