Gaussian Splatting has become the method of choice for 3D reconstruction and real-time rendering of captured real scenes. However, fine appearance details need to be represented as a large number of small Gaussian primitives, which can be wasteful when geometry and appearance exhibit different frequency characteristics. Inspired by the long tradition of texture mapping, we propose to use texture to represent detailed appearance where possible. Our main focus is to incorporate per-primitive texture maps that adapt to the scene in a principled manner during Gaussian Splatting optimization. We do this by proposing a new appearance representation for 2D Gaussian primitives with textures where the size of a texel is bounded by the image sampling frequency and adapted to the content of the input images. We achieve this by adaptively upscaling or downscaling the texture resolution during optimization. In addition, our approach enables control of the number of primitives during optimization based on texture resolution. We show that our approach performs favorably in image quality and total number of parameters used compared to alternative solutions for textured Gaussian primitives. Project page: https://repo-sam.inria.fr/nerphys/gs-texturing/
翻译:高斯溅射已成为捕获真实场景的三维重建与实时渲染的首选方法。然而,精细的外观细节需通过大量小型高斯基元表示,当几何结构与外观呈现不同频率特性时,这种方式可能造成资源浪费。受纹理映射长期技术传统的启发,我们提出在可行范围内利用纹理表示细节化外观。本研究的核心在于,在高斯溅射优化过程中以原理化方式融入适应场景的每基元纹理贴图。我们通过为二维高斯基元提出新型纹理化外观表示实现该目标,其中纹素尺寸受图像采样频率约束,并根据输入图像内容自适应调整。该特性通过优化过程中自适应提升或降低纹理分辨率达成。此外,本方法支持基于纹理分辨率在优化过程中控制基元数量。实验表明,相较于其他纹理化高斯基元解决方案,本方法在图像质量与参数总量方面均表现出优越性能。项目页面:https://repo-sam.inria.fr/nerphys/gs-texturing/