Textured-GS: Gaussian Splatting with Spatially Defined Color and Opacity

Fuente: arXiv
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Auteurs principaux: Huang, Zhentao, Gong, Minglun
Format: Preprint
Publié: 2024
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author Huang, Zhentao
Gong, Minglun
author_facet Huang, Zhentao
Gong, Minglun
contents In this paper, we introduce Textured-GS, an innovative method for rendering Gaussian splatting that incorporates spatially defined color and opacity variations using Spherical Harmonics (SH). This approach enables each Gaussian to exhibit a richer representation by accommodating varying colors and opacities across its surface, significantly enhancing rendering quality compared to traditional methods. To demonstrate the merits of our approach, we have adapted the Mini-Splatting architecture to integrate textured Gaussians without increasing the number of Gaussians. Our experiments across multiple real-world datasets show that Textured-GS consistently outperforms both the baseline Mini-Splatting and standard 3DGS in terms of visual fidelity. The results highlight the potential of Textured-GS to advance Gaussian-based rendering technologies, promising more efficient and high-quality scene reconstructions. Our implementation is available at https://github.com/ZhentaoHuang/Textured-GS.
format Preprint
id arxiv_https___arxiv_org_abs_2407_09733
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Textured-GS: Gaussian Splatting with Spatially Defined Color and Opacity
Huang, Zhentao
Gong, Minglun
Computer Vision and Pattern Recognition
I.4.0
In this paper, we introduce Textured-GS, an innovative method for rendering Gaussian splatting that incorporates spatially defined color and opacity variations using Spherical Harmonics (SH). This approach enables each Gaussian to exhibit a richer representation by accommodating varying colors and opacities across its surface, significantly enhancing rendering quality compared to traditional methods. To demonstrate the merits of our approach, we have adapted the Mini-Splatting architecture to integrate textured Gaussians without increasing the number of Gaussians. Our experiments across multiple real-world datasets show that Textured-GS consistently outperforms both the baseline Mini-Splatting and standard 3DGS in terms of visual fidelity. The results highlight the potential of Textured-GS to advance Gaussian-based rendering technologies, promising more efficient and high-quality scene reconstructions. Our implementation is available at https://github.com/ZhentaoHuang/Textured-GS.
title Textured-GS: Gaussian Splatting with Spatially Defined Color and Opacity
topic Computer Vision and Pattern Recognition
I.4.0
url https://arxiv.org/abs/2407.09733