将高斯点云转为可光线追踪的网格,兼顾质量与渲染效率。
MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization
- 训练后将高斯点转换为网格面片,支持光线追踪渲染。
- 转换后无需重训练,重建质量略降但可立即使用。
- 兼容预训练模型,适合需要高级光照效果的场景。
高斯点云(Gaussian Splatting, GS)是三维计算机图形学中一项重要技术,但其通常绕过传统的光线追踪方法,而后者在处理阴影、反射等复杂光照效果时具有天然优势。为解决这一局限,本文提出 MeshSplats,将高斯点云转化为类似网格的格式。训练完成后,该方法将高斯元素转换为网格面片,从而支持基于光线追踪的渲染,充分发挥其在高级光照方面的优势。转换后的模型可直接使用,重建质量略有下降但无需额外训练;同时,可通过专用于网格面片的优化算法进一步提升质量。值得注意的是,MeshSplats作为封装器,可将预训练的GS模型快速转为光线追踪可用格式。实验结果验证了该方法的有效性,展现了其在计算机图形学与图像处理中的广泛应用潜力。
原文摘要 · Abstract (English)
Gaussian Splatting (GS) is a recent and pivotal technique in 3D computer graphics. GS-based algorithms almost always bypass classical methods such as ray tracing, which offer numerous inherent advantages for rendering. For example, ray tracing can handle incoherent rays for advanced lighting effects, including shadows and reflections. To address this limitation, we introduce MeshSplats, a method which converts GS to a mesh-like format. Following the completion of training, MeshSplats transforms Gaussian elements into mesh faces, enabling rendering using ray tracing methods with all their associated benefits. Our model can be utilized immediately following transformation, yielding a mesh of slightly reduced reconstruction quality without additional training. Furthermore, we can enhance the quality by applying a dedicated optimization algorithm that operates on mesh faces rather than Gaussian components. Importantly, MeshSplats acts as a wrapper, converting pre-trained GS models into a ray-traceable format. The efficacy of our method is substantiated by experimental results, underscoring its extensive applications in computer graphics and image processing.
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