分离外观与几何,提升3D高斯点云的渲染与建模精度
Geometry Gaussians: Decoupling Appearance and Geometry in Gaussian Splatting

- 为每个高斯点增加几何不透明度参数,解耦外观与几何表示
- 在含透明物体的复杂场景中,渲染和几何精度显著提升
- 适用于需要高质量表面重建与视觉保真的3D重建任务
尽管3D高斯点云(3DGS)在新视角合成中表现优异,但其直接用于几何表面建模仍面临挑战,常导致外观渲染质量下降。本文通过在真实纹理与几何数据上训练,证明3DGS默认形式难以同时准确表示纹理与几何。为此,我们提出在每个高斯点添加一个额外的几何不透明度参数,并引入可选的透明度优化流程。实验表明,该方法在多种数据集上均提升了渲染与几何性能,尤其在包含透明物体的复杂场景中效果显著。
原文摘要 · Abstract (English)
After the success of 3D Gaussian Splatting (3DGS) for novel view synthesis, many works have explored how to also use it for geometric surface representation. However, extracting accurate geometric information directly from 3DGS remains challenging and can often reduce the appearance rendering quality. In this work, we show that 3DGS in its default form is inheritedly unsuited to represent texture and geometry at the same time, by training with complete ground-truth texture and geometry information. We also propose a simple solution by applying a single additional geometry opacity parameter to each splat, together with an optional transparency-curated optimization pipeline. Our experiments, both with ground-truth and vision foundation model geometric input, show that this change leads to improved rendering and geometry performance on a wide variety of dataset, and especially complex scenes with transparent objects benefit significantly from our method.
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