VoD-3DGS: View-opacity-Dependent 3D Gaussian Splatting

Fuente: arXiv
Saved in:
Bibliographic Details
Main Authors: Nowak, Mateusz, Jarosz, Wojciech, Chin, Peter
Format: Preprint
Published: 2025
Subjects:
Online Access:
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1866909470788943872
author Nowak, Mateusz
Jarosz, Wojciech
Chin, Peter
author_facet Nowak, Mateusz
Jarosz, Wojciech
Chin, Peter
contents Reconstructing a 3D scene from images is challenging due to the different ways light interacts with surfaces depending on the viewer's position and the surface's material. In classical computer graphics, materials can be classified as diffuse or specular, interacting with light differently. The standard 3D Gaussian Splatting model struggles to represent view-dependent content, since it cannot differentiate an object within the scene from the light interacting with its specular surfaces, which produce highlights or reflections. In this paper, we propose to extend the 3D Gaussian Splatting model by introducing an additional symmetric matrix to enhance the opacity representation of each 3D Gaussian. This improvement allows certain Gaussians to be suppressed based on the viewer's perspective, resulting in a more accurate representation of view-dependent reflections and specular highlights without compromising the scene's integrity. By allowing the opacity to be view dependent, our enhanced model achieves state-of-the-art performance on Mip-Nerf, Tanks&Temples, Deep Blending, and Nerf-Synthetic datasets without a significant loss in rendering speed, achieving >60FPS, and only incurring a minimal increase in memory used.
format Preprint
id arxiv_https___arxiv_org_abs_2501_17978
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle VoD-3DGS: View-opacity-Dependent 3D Gaussian Splatting
Nowak, Mateusz
Jarosz, Wojciech
Chin, Peter
Computer Vision and Pattern Recognition
Graphics
Machine Learning
Reconstructing a 3D scene from images is challenging due to the different ways light interacts with surfaces depending on the viewer's position and the surface's material. In classical computer graphics, materials can be classified as diffuse or specular, interacting with light differently. The standard 3D Gaussian Splatting model struggles to represent view-dependent content, since it cannot differentiate an object within the scene from the light interacting with its specular surfaces, which produce highlights or reflections. In this paper, we propose to extend the 3D Gaussian Splatting model by introducing an additional symmetric matrix to enhance the opacity representation of each 3D Gaussian. This improvement allows certain Gaussians to be suppressed based on the viewer's perspective, resulting in a more accurate representation of view-dependent reflections and specular highlights without compromising the scene's integrity. By allowing the opacity to be view dependent, our enhanced model achieves state-of-the-art performance on Mip-Nerf, Tanks&Temples, Deep Blending, and Nerf-Synthetic datasets without a significant loss in rendering speed, achieving >60FPS, and only incurring a minimal increase in memory used.
title VoD-3DGS: View-opacity-Dependent 3D Gaussian Splatting
topic Computer Vision and Pattern Recognition
Graphics
Machine Learning
url https://arxiv.org/abs/2501.17978