GaMeS:基于网格的 Gaussian Splatting 自适应与修改
GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting
AI总结:
针对 Gaussian Splatting 难以条件化和编辑的问题,本文提出 GaMeS,利用网格面顶点参数化高斯分量并绑定网格位置,实现动画中自动调整与实时可编辑渲染。
摘要:
Gaussian Splatting(GS)是一种新颖且达到最先进水平的技术,用于渲染三维场景中的点;它通过高斯分布近似这些点对图像像素的贡献,从而保证快速训练和实时渲染。GS 的主要缺点是缺乏一种定义明确的条件化方法,因为必须对数十万个高斯分量进行条件化。为解决这一问题,我们提出 Gaussian Mesh Splatting(GaMeS)模型,该模型允许以类似网格的方式修改高斯分量。我们通过网格面的顶点对每个高斯分量进行参数化。此外,我们的模型需要在输入时进行网格初始化,或在训练过程中估计网格。我们还完全依据高斯泼溅片在网格上的位置对其进行定义,从而使其在动画过程中能够自动调整位置、尺度和旋转。最终,我们实现了可编辑 GS 的实时渲染。
英文摘要:
Gaussian Splatting (GS) is a novel, state-of-the-art technique for rendering points in a 3D scene by approximating their contribution to image pixels through Gaussian distributions, warranting fast training and real-time rendering. The main drawback of GS is the absence of a well-defined approach for its conditioning due to the necessity of conditioning several hundred thousand Gaussian components. To solve this, we introduce the Gaussian Mesh Splatting (GaMeS) model, which allows modification of Gaussian components in a similar way as meshes. We parameterize each Gaussian component by the vertices of the mesh face. Furthermore, our model needs mesh initialization on input or estimated mesh during training. We also define Gaussian splats solely based on their location on the mesh, allowing for automatic adjustments in position, scale, and rotation during animation. As a result, we obtain a real-time rendering of editable GS.
机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。