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GradRig:用于蒙皮高斯溅射变形的可学习权重

GradRig: Differentiable Weights for Skinned Gaussian Splat Deformation

Nina Vesseron, Élie Michel

arXiv 2609.05127首次发表:更新:

AI 中文总结

GradRig利用蒙皮权重的空间梯度构建无网格变形流水线,实现高斯溅射的准确拉伸且兼容实时渲染,还提出自适应重采样方案减少伪影。

AI 中文摘要

蒙皮变形是一种常见框架,通过称为绑定器(rig)的更粗糙运动结构的变形,将3D形状从静止姿态转换为动态姿态。当应用于3D网格时,该绑定器只需移动顶点即可变形连接它们的多边形。然而,当变形不提供连通性信息的3D高斯溅射(Gaussian Splats)时,刚性变换点不足以防止拉伸形状时出现孔洞。在本文中,我们利用蒙皮权重的空间梯度,为高斯溅射提供了完整的无网格变形流水线,该流水线能更准确地拉伸溅射,同时完全兼容实时渲染能力,我们在WebGL查看器中展示了这一点。我们介绍了用户创建绑定器结构时如何评估这些梯度,并提出了一种可选的自适应重采样方案,用于拆分仍会产生伪影的溅射。

英文摘要

Skinned deformation is a common framework to turn a 3D shape from its rest pose into a dynamic pose through the deformation of a coarser kinematic structure, called rig. When applied to a 3D mesh, this rig only needs to displace vertices to deform the polygons that connect them. However, when deforming 3D Gaussian Splats, which do not provide connectivity information, rigidly transforming points is not enough to prevent the creation of holes when stretching shapes. In this paper, we use the spatial gradient of skinning weights to provide a full mesh-free deformation pipeline for Gaussian Splats, that more accurately stretches splats while remaining fully compatible with real-time rendering capabilities, which we demonstrate in a WebGL viewer. We present how we evaluate these gradients when the user creates the rig structure and propose an optional adaptive resampling scheme to split up splats that still produce artifacts.

论文原文

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