通过分对象重建提升3D场景的网格质量与可交互性
ObjectSplat: Improving Mesh Fidelity and Interactivity for 3D Scenes via Object-Level Mesh Splatting

- 先分割物体再分别重建,避免全局纹理污染
- 网格精度提升5%以上(F-score),视图合成更真实
- 支持逐个物体编辑,适合交互式3D应用
基于点阵的算法可从普通图像重建出可实时渲染、导出网格的逼真3D场景,但将场景视为单一整体场,缺乏对象级结构,无法支持后续编辑或交互。此外,输入扫描中未直接观测的区域会受周围纹理污染且无法修正,限制了网格精度和新视角合成效果。本文提出‘先分解后重建’方法:逐帧分割实例,将剩余部分视为背景并进行修补,对每个实例和背景独立使用网格点阵重建,并组合成完整场景。该方法显著提升网格精度(F-score提升超过5%)和新视角合成质量,同时支持逐对象修改与交互。代码将公开。
原文摘要 · Abstract (English)
Splatting-based algorithms reconstruct photorealistic, real-time-renderable, and mesh-exportable 3D scenes from regular images, but they represent a scene as a single monolithic field. Therefore, the reconstruction has no object-level structure, leaving it infeasible for downstream editing or interaction. Moreover, regions that are never directly observed in the input scans are contaminated by the surrounding texture and left uncorrected, capping both mesh fidelity and novel-view synthesis. We propose a decompose-before-reconstruct approach: we segment the instances out of every frame, consider the remaining as background and inpaint it, reconstruct each instance and the background independently with mesh splatting, and compose them into a single scene. Our method significantly improves mesh fidelity (over a 5\% gain in F-score) and novel-view synthesis, while supporting object-wise modifiability and interactivity. The code will be made publicly available.
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