Texture-GS: Disentangling the Geometry and Texture for 3D Gaussian Splatting Editing

Fuente: arXiv
Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: Xu, Tian-Xing, Hu, Wenbo, Lai, Yu-Kun, Shan, Ying, Zhang, Song-Hai
Format: Preprint
Veröffentlicht: 2024
Schlagworte:
Online-Zugang:
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
_version_ 1866914715472494592
author Xu, Tian-Xing
Hu, Wenbo
Lai, Yu-Kun
Shan, Ying
Zhang, Song-Hai
author_facet Xu, Tian-Xing
Hu, Wenbo
Lai, Yu-Kun
Shan, Ying
Zhang, Song-Hai
contents 3D Gaussian splatting, emerging as a groundbreaking approach, has drawn increasing attention for its capabilities of high-fidelity reconstruction and real-time rendering. However, it couples the appearance and geometry of the scene within the Gaussian attributes, which hinders the flexibility of editing operations, such as texture swapping. To address this issue, we propose a novel approach, namely Texture-GS, to disentangle the appearance from the geometry by representing it as a 2D texture mapped onto the 3D surface, thereby facilitating appearance editing. Technically, the disentanglement is achieved by our proposed texture mapping module, which consists of a UV mapping MLP to learn the UV coordinates for the 3D Gaussian centers, a local Taylor expansion of the MLP to efficiently approximate the UV coordinates for the ray-Gaussian intersections, and a learnable texture to capture the fine-grained appearance. Extensive experiments on the DTU dataset demonstrate that our method not only facilitates high-fidelity appearance editing but also achieves real-time rendering on consumer-level devices, e.g. a single RTX 2080 Ti GPU.
format Preprint
id arxiv_https___arxiv_org_abs_2403_10050
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Texture-GS: Disentangling the Geometry and Texture for 3D Gaussian Splatting Editing
Xu, Tian-Xing
Hu, Wenbo
Lai, Yu-Kun
Shan, Ying
Zhang, Song-Hai
Computer Vision and Pattern Recognition
3D Gaussian splatting, emerging as a groundbreaking approach, has drawn increasing attention for its capabilities of high-fidelity reconstruction and real-time rendering. However, it couples the appearance and geometry of the scene within the Gaussian attributes, which hinders the flexibility of editing operations, such as texture swapping. To address this issue, we propose a novel approach, namely Texture-GS, to disentangle the appearance from the geometry by representing it as a 2D texture mapped onto the 3D surface, thereby facilitating appearance editing. Technically, the disentanglement is achieved by our proposed texture mapping module, which consists of a UV mapping MLP to learn the UV coordinates for the 3D Gaussian centers, a local Taylor expansion of the MLP to efficiently approximate the UV coordinates for the ray-Gaussian intersections, and a learnable texture to capture the fine-grained appearance. Extensive experiments on the DTU dataset demonstrate that our method not only facilitates high-fidelity appearance editing but also achieves real-time rendering on consumer-level devices, e.g. a single RTX 2080 Ti GPU.
title Texture-GS: Disentangling the Geometry and Texture for 3D Gaussian Splatting Editing
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2403.10050