CoGS:可控的高斯泼溅
CoGS: Controllable Gaussian Splatting
AI总结:
本文提出CoGS方法,通过直接操纵场景元素实现动态场景的实时控制,无需预计算控制信号,在视觉保真度上优于现有动态神经表示。
摘要:
捕获并重新驱动铰接对象的3D结构面临重大障碍。一方面,需要大量校准的多视角设置的方法过于复杂且资源密集,限制了其实际适用性。另一方面,虽然单相机Neural Radiance Fields (NeRFs)提供了更简化的方法,但其训练和渲染成本过高。3D Gaussian Splatting本是一个合适的替代方案,但存在两个问题:首先,现有的3D动态高斯方法需要同步的多视角相机;其次,动态场景中缺乏可控性。我们提出了CoGS,一种用于可控高斯泼溅的方法,能够直接操纵场景元素,提供对动态场景的实时控制,而无需预先计算控制信号。我们使用包含不同难度动态对象的合成和真实世界数据集评估了CoGS。在评估中,CoGS在视觉保真度方面始终优于现有的动态和可控神经表示。
英文摘要:
Capturing and re-animating the 3D structure of articulated objects present significant barriers. On one hand, methods requiring extensively calibrated multi-view setups are prohibitively complex and resource-intensive, limiting their practical applicability. On the other hand, while single-camera Neural Radiance Fields (NeRFs) offer a more streamlined approach, they have excessive training and rendering costs. 3D Gaussian Splatting would be a suitable alternative but for two reasons. Firstly, existing methods for 3D dynamic Gaussians require synchronized multi-view cameras, and secondly, the lack of controllability in dynamic scenarios. We present CoGS, a method for Controllable Gaussian Splatting, that enables the direct manipulation of scene elements, offering real-time control of dynamic scenes without the prerequisite of pre-computing control signals. We evaluated CoGS using both synthetic and real-world datasets that include dynamic objects that differ in degree of difficulty. In our evaluations, CoGS consistently outperformed existing dynamic and controllable neural representations in terms of visual fidelity.
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