arXivDaily arXiv每日学术速递 周一至周五更新
arXiv 2610.13860cs.CVcs.GR

让它流动:在3D高斯溅射(3DGS)场景中为水制作动画

Make It Flow: Animating Water in 3D Gaussian Splatting Scenes

TU Braunschweig(布伦瑞克工业大学)

Kjell Keune, Florian Hahlbohm, Jannis Möller, Susana Castillo, Martin Eisemann, Marcus Magnor

AI总结:

本文提出一种在静态3D高斯溅射场景中为水制作动画的方法,通过光流估计与3D欧拉运动场生成,实现无需动态采集的流水动画,在视觉质量和计算效率上优于现有方法。

摘要:

近期,3D高斯溅射(3DGS)等显式3D场景表示已实现高质量、实时的新视图合成,但这些方法假设场景是静态的,限制了现实世界中普遍存在的动态现象下的真实感。虽然连贯运动(如人类或车辆)可被捕获和重建,但在无法进行密集多视图、高速采集的 casual 拍摄条件下,流水等高频效应仍难以处理。本文提出一种在静态3DGS场景中为水制作动画的方法,无需动态采集或物理模拟即可实现视觉上合理的运动。该方法从参考图像或模型渲染结果中估计2D光流,并将其提升为一致的3D欧拉运动场;还提出一种受 cinemagraph 启发的算法,将该运动场应用于变形高斯基元,生成时间上无缝的循环动画。所得表示保留了实时渲染性能,显著提升了感知真实感,并保留了场景内的自由视点导航。我们在新采集的野外瀑布场景数据集上对该方法进行评估,结果表明,与现有动态高斯溅射及3D cinemagraph 生成方法相比,本文方法在视觉质量和计算效率上均有明显提升。

英文摘要:

Explicit 3D scene representations such as 3D Gaussian Splatting (3DGS) have recently enabled high-quality, real-time novel view synthesis. However, these methods assume static scenes, limiting realism in the presence of dynamic phenomena ubiquitous in real-world environments. While coherent motion (e.g., humans or vehicles) can be captured and reconstructed, high-frequency effects such as flowing water remain intractable under casual capture conditions, where dense multi-view, high-speed acquisition is not feasible. We present a method to animate water in static 3DGS scenes, enabling visually plausible motion without requiring dynamic capture or physical simulation. Our approach estimates 2D optical flow from reference images or model renderings and lifts it into a consistent 3D Eulerian motion field. We propose a cinemagraph-inspired algorithm that applies this motion field to deform Gaussian primitives, producing temporally seamless looping animations. The resulting representation retains real-time rendering performance, significantly enhances perceptual realism, and preserves free-viewpoint navigation within the scene. We evaluate our method on a newly captured dataset of in-the-wild waterfall scenes and demonstrate clear improvements over prior work in dynamic Gaussian splatting and 3D cinemagraph generation in visual quality and computational efficiency.

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。

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