用贝塞尔三角形融合高斯模型,实现边界清晰的可微渲染。
BG-Triangle: Bézier Gaussian Triangle for 3D Vectorization and Rendering
- 结合贝塞尔三角形与高斯模型,实现向量化的可微渲染。
- 在保持高质量渲染的同时,显著提升边缘清晰度,仅需少量基元。
- 适合需要精确形状建模的3D重建与神经场景表示任务。
可微渲染通过在渲染过程中计算梯度,实现了高效优化,支持3D重建、逆向渲染和神经场景表示学习。为保证可微性,现有方法使用平滑的概率代理(如体素或高斯基元)近似或重构传统渲染操作,导致难以保留锐利边缘,因缺乏显式边界定义。本文提出一种新型混合表示——贝塞尔高斯三角形(BG-Triangle),将基于贝塞尔三角形的矢量图形基元与基于高斯的概率模型结合,在实现分辨率无关的可微渲染的同时保持精准的形状建模。我们设计了一种鲁棒且高效的不连续性感知渲染技术,有效降低物体边界处的不确定性。同时采用自适应稠密化与剪枝策略,实现高效训练并可靠处理细节层次(LoD)变化。实验表明,BG-Triangle在渲染质量上可媲美3DGS,但边界保留能力更优;更重要的是,其使用的基元数量远少于同类方法,凸显了矢量基元的优势,有望弥合经典与新兴表示之间的差距。
原文摘要 · Abstract (English)
Differentiable rendering enables efficient optimization by allowing gradients to be computed through the rendering process, facilitating 3D reconstruction, inverse rendering and neural scene representation learning. To ensure differentiability, existing solutions approximate or re-formulate traditional rendering operations using smooth, probabilistic proxies such as volumes or Gaussian primitives. Consequently, they struggle to preserve sharp edges due to the lack of explicit boundary definitions. We present a novel hybrid representation, Bézier Gaussian Triangle (BG-Triangle), that combines Bézier triangle-based vector graphics primitives with Gaussian-based probabilistic models, to maintain accurate shape modeling while conducting resolution-independent differentiable rendering. We present a robust and effective discontinuity-aware rendering technique to reduce uncertainties at object boundaries. We also employ an adaptive densification and pruning scheme for efficient training while reliably handling level-of-detail (LoD) variations. Experiments show that BG-Triangle achieves comparable rendering quality as 3DGS but with superior boundary preservation. More importantly, BG-Triangle uses a much smaller number of primitives than its alternatives, showcasing the benefits of vectorized graphics primitives and the potential to bridge the gap between classic and emerging representations.
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