GStex:用于外观与几何解耦建模的二维高斯溅射逐图元纹理化
GStex: Per-Primitive Texturing of 2D Gaussian Splatting for Decoupled Appearance and Geometry Modeling
AI总结:
GStex通过对每个二维高斯图元进行纹理化,实现外观与几何的解耦建模,从而在减少图元数量时提升视觉质量和视图合成性能,并支持外观编辑与重新纹理化。
摘要:
高斯溅射在视图合成和场景重建方面展现了优异的性能。该表示通过优化场景中数千至数百万个二维或三维高斯图元的位置、尺度、颜色和不透明度,实现了照片级逼真的质量。然而,由于每个高斯图元同时编码外观和几何信息,这些属性被强耦合——因此,即使场景几何简单(例如,对于纹理化的平面表面),高保真外观建模也需要大量高斯图元。我们提出对每个二维高斯图元进行纹理化,使得即使单个高斯图元也能用于捕捉外观细节。通过采用逐图元纹理化,我们的外观表示与场景几何的拓扑结构和复杂度无关。我们展示了我们的方法GStex在纹理化高斯溅射方面相较于先前工作取得了更好的视觉质量。此外,我们证明,在减少高斯图元数量时,我们的解耦方法相较于二维高斯溅射能够提升新视图合成的性能,并且GStex可用于场景外观编辑和重新纹理化。
英文摘要:
Gaussian splatting has demonstrated excellent performance for view synthesis and scene reconstruction. The representation achieves photorealistic quality by optimizing the position, scale, color, and opacity of thousands to millions of 2D or 3D Gaussian primitives within a scene. However, since each Gaussian primitive encodes both appearance and geometry, these attributes are strongly coupled--thus, high-fidelity appearance modeling requires a large number of Gaussian primitives, even when the scene geometry is simple (e.g., for a textured planar surface). We propose to texture each 2D Gaussian primitive so that even a single Gaussian can be used to capture appearance details. By employing per-primitive texturing, our appearance representation is agnostic to the topology and complexity of the scene's geometry. We show that our approach, GStex, yields improved visual quality over prior work in texturing Gaussian splats. Furthermore, we demonstrate that our decoupling enables improved novel view synthesis performance compared to 2D Gaussian splatting when reducing the number of Gaussian primitives, and that GStex can be used for scene appearance editing and re-texturing.
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