重参数化3D高斯溅射技术以实现基于调色板的实时色彩与亮度编辑
Reparametrizing 3D Gaussian Splatting for Real-Time Palette-based Color and Luminance Editing
- George Mason University(乔治梅森大学)
机构由 AI 辅助整理,请以论文原文为准。
AI总结:
本研究重参数化预训练3D高斯溅射的球谐函数,提出实时交互式调色板色彩与亮度编辑框架,实现更稀疏局部的编辑及独立亮度控制,且可兼容标准查看器。
AI中文摘要:
专业色彩编辑需要对色彩(色相与饱和度)和明度进行精确控制,理想情况下通过独立的控制实现。我们提出了一种用于3D高斯溅射(3D Gaussian Splatting,3DGS)的实时交互式色彩编辑框架,该框架支持基于调色板的重着色、针对色彩感知亮度调整的每调色板色调曲线,以及像素级色彩约束。我们并非从头训练新的表示,而是对预训练的普通3DGS的球谐函数进行重参数化,以编码视图相关的调色板权重。我们通过基于图像空间稀疏性的损失函数同时求解权重和调色板颜色。亮度编辑被实现为沿消色差轴的每像素权重偏移,我们证明这等价于每像素的调色板感知亮度编辑。这种视图空间公式解决了先前原始空间方法的核心限制,即 alpha 混合会破坏每高斯的稀疏性,导致编辑内容渗透到非预期区域。我们的编辑通过迭代重加权最小二乘法和阻尼块坐标下降法在数十毫秒内运行,该方法在视图空间稀疏性下耦合了色调曲线和调色板偏移。我们的表示可以高效地烘焙回普通3DGS,保持与标准查看器的兼容性。我们展示了比先前基于调色板的3DGS方法更稀疏、更局部的编辑,同时实现了每调色板颜色的独立亮度控制和视图一致的像素级约束,这些是3DGS先前无法实现的能力。
英文摘要:
Professional color editing requires precise control over both color (hue and saturation) and lightness, ideally through separate, independent controls. We present a real-time interactive color editing framework for 3D Gaussian Splatting that supports palette-based recoloring, per-palette tone curves for color-aware luminance adjustment, and pixel-level color constraints. Rather than training a new representation from scratch, we reparameterize the spherical harmonics of a pretrained vanilla 3DGS to encode view-dependent palette weights. We simultaneously solve for weights and palette colors via a loss based on image-space sparsity. Luminance editing is realized as a per-pixel weight shift along the achromatic axis, which we show is equivalent to a per-pixel palette-aware luminance edit. This view-space formulation addresses a core limitation of prior primitive-space methods, where alpha-blending breaks per-Gaussian sparsity and causes edits to bleed into unintended regions. Our edits run in tens of milliseconds via an iteratively reweighted least squares and damped block-coordinate descent that couples tone curves and palette shifts under view-space sparsity. Our representation can be efficiently baked back into a vanilla 3DGS, preserving compatibility with standard viewers. We demonstrate sparser, more localized edits than prior palette-based 3DGS methods, while enabling independent luminance control per palette color and view-consistent pixel-level constraints, capabilities previously unavailable for 3DGS.