GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting

Fuente: arXiv
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Hauptverfasser: Waczyńska, Joanna, Borycki, Piotr, Tadeja, Sławomir, Tabor, Jacek, Spurek, Przemysław
Format: Preprint
Veröffentlicht: 2024
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author Waczyńska, Joanna
Borycki, Piotr
Tadeja, Sławomir
Tabor, Jacek
Spurek, Przemysław
author_facet Waczyńska, Joanna
Borycki, Piotr
Tadeja, Sławomir
Tabor, Jacek
Spurek, Przemysław
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2402_01459
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting
Waczyńska, Joanna
Borycki, Piotr
Tadeja, Sławomir
Tabor, Jacek
Spurek, Przemysław
Computer Vision and Pattern Recognition
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.
title GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2402.01459