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.
翻译:本文提出Textured-GS,一种创新的高斯泼溅渲染方法,其通过球谐函数引入空间定义的颜色与不透明度变化。该方法使每个高斯能够在其表面呈现变化的颜色与不透明度,从而获得更丰富的表征,与传统方法相比显著提升了渲染质量。为验证本方法的优势,我们在不增加高斯数量的前提下,将Mini-Splatting架构改进以集成纹理化高斯。在多个真实世界数据集上的实验表明,Textured-GS在视觉保真度上持续优于基线Mini-Splatting与标准3DGS。结果凸显了Textured-GS在推进基于高斯的渲染技术方面的潜力,有望实现更高效且高质量的场景重建。我们的实现代码公开于https://github.com/ZhentaoHuang/Textured-GS。