用可调的贝塔核统一建模三维场景光照与动态,性能超越传统方法。
Universal Beta Splatting
- 用N维非对称贝塔核替代固定高斯核,统一表示空间、视角与时间依赖性。
- 在静态、视点相关和动态场景上均优于现有方法,支持实时渲染。
- 无需额外网络或编码,参数自动分解为可解释的场景属性。
我们提出通用贝塔点阵(Universal Beta Splatting, UBS),一种将3D高斯点阵泛化为N维各向异性贝塔核的统一框架,用于显式辐射场渲染。与固定高斯基元不同,贝塔核可在单一表示中实现空间、视角和时间维度的可控依赖建模。该统一方法能捕捉复杂光传输效应,处理各向异性视点依赖外观,并建模场景动态,无需辅助网络或特定颜色编码。UBS通过近似退化为高斯点阵,保持向后兼容性,确保即插即用与性能下界。学习到的贝塔参数自然分解场景属性为可解释项:空间(表面与纹理)、视角(漫反射与镜面)、时间(静态与动态)。我们的CUDA加速实现支持实时渲染,在静态、视点相关及动态基准上持续优于现有方法,确立贝塔核作为辐射场渲染的可扩展通用基元。
原文摘要 · Abstract (English)
We introduce Universal Beta Splatting (UBS), a unified framework that generalizes 3D Gaussian Splatting to N-dimensional anisotropic Beta kernels for explicit radiance field rendering. Unlike fixed Gaussian primitives, Beta kernels enable controllable dependency modeling across spatial, angular, and temporal dimensions within a single representation. Our unified approach captures complex light transport effects, handles anisotropic view-dependent appearance, and models scene dynamics without requiring auxiliary networks or specific color encodings. UBS maintains backward compatibility by approximating to Gaussian Splatting as a special case, guaranteeing plug-in usability and lower performance bounds. The learned Beta parameters naturally decompose scene properties into interpretable without explicit supervision: spatial (surface vs. texture), angular (diffuse vs. specular), and temporal (static vs. dynamic). Our CUDA-accelerated implementation achieves real-time rendering while consistently outperforming existing methods across static, view-dependent, and dynamic benchmarks, establishing Beta kernels as a scalable universal primitive for radiance field rendering. Our project website is available at https://rongliu-leo.github.io/universal-beta-splatting/.
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