3D Gabor Splatting: Reconstruction of High-frequency Surface Texture using Gabor Noise

Fuente: arXiv
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Main Authors: Watanabe, Haato, Tojo, Kenji, Umetani, Nobuyuki
Format: Preprint
Published: 2025
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author Watanabe, Haato
Tojo, Kenji
Umetani, Nobuyuki
author_facet Watanabe, Haato
Tojo, Kenji
Umetani, Nobuyuki
contents 3D Gaussian splatting has experienced explosive popularity in the past few years in the field of novel view synthesis. The lightweight and differentiable representation of the radiance field using the Gaussian enables rapid and high-quality reconstruction and fast rendering. However, reconstructing objects with high-frequency surface textures (e.g., fine stripes) requires many skinny Gaussian kernels because each Gaussian represents only one color if viewed from one direction. Thus, reconstructing the stripes pattern, for example, requires Gaussians for at least the number of stripes. We present 3D Gabor splatting, which augments the Gaussian kernel to represent spatially high-frequency signals using Gabor noise. The Gabor kernel is a combination of a Gaussian term and spatially fluctuating wave functions, making it suitable for representing spatial high-frequency texture. We demonstrate that our 3D Gabor splatting can reconstruct various high-frequency textures on the objects.
format Preprint
id arxiv_https___arxiv_org_abs_2504_11003
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle 3D Gabor Splatting: Reconstruction of High-frequency Surface Texture using Gabor Noise
Watanabe, Haato
Tojo, Kenji
Umetani, Nobuyuki
Graphics
3D Gaussian splatting has experienced explosive popularity in the past few years in the field of novel view synthesis. The lightweight and differentiable representation of the radiance field using the Gaussian enables rapid and high-quality reconstruction and fast rendering. However, reconstructing objects with high-frequency surface textures (e.g., fine stripes) requires many skinny Gaussian kernels because each Gaussian represents only one color if viewed from one direction. Thus, reconstructing the stripes pattern, for example, requires Gaussians for at least the number of stripes. We present 3D Gabor splatting, which augments the Gaussian kernel to represent spatially high-frequency signals using Gabor noise. The Gabor kernel is a combination of a Gaussian term and spatially fluctuating wave functions, making it suitable for representing spatial high-frequency texture. We demonstrate that our 3D Gabor splatting can reconstruct various high-frequency textures on the objects.
title 3D Gabor Splatting: Reconstruction of High-frequency Surface Texture using Gabor Noise
topic Graphics
url https://arxiv.org/abs/2504.11003