让3D高斯点阵支持多光谱渲染,提升透明材质和各向异性反射的还原精度。
MSGS: Multispectral 3D Gaussian Splatting
- 为每个高斯点添加波段球谐光照,实现波长感知的视图合成。
- 在真实场景数据上,图像质量和光谱一致性均优于纯RGB基线方法。
- 适用于需要精确光谱还原的场景,如材质分析与工业检测。
我们提出一种多光谱扩展的3D高斯点阵(MSGS),实现波长感知的视图合成。每个高斯点通过每波段球谐函数表示光谱辐射,并在结合RGB与多光谱信号的双损失监督下进行优化。为提升渲染保真度,采用像素级光谱到RGB转换,保留更丰富的光谱信息。方法在公开及自采集的真实世界数据集上评估,相比仅使用RGB的3DGS基线,在图像质量与光谱一致性上均有稳定提升,尤其在包含半透明材质和各向异性反射的复杂场景中表现优异。该方法保持了3DGS的紧凑性与实时效率,为未来集成物理基础着色模型奠定基础。
原文摘要 · Abstract (English)
We present a multispectral extension to 3D Gaussian Splatting (3DGS) for wavelength-aware view synthesis. Each Gaussian is augmented with spectral radiance, represented via per-band spherical harmonics, and optimized under a dual-loss supervision scheme combining RGB and multispectral signals. To improve rendering fidelity, we perform spectral-to-RGB conversion at the pixel level, allowing richer spectral cues to be retained during optimization. Our method is evaluated on both public and self-captured real-world datasets, demonstrating consistent improvements over the RGB-only 3DGS baseline in terms of image quality and spectral consistency. Notably, it excels in challenging scenes involving translucent materials and anisotropic reflections. The proposed approach maintains the compactness and real-time efficiency of 3DGS while laying the foundation for future integration with physically based shading models.
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