Professional color editing requires precise control over both color (hue and saturation) and lightness, ideally through separate, independent controls. We present a real-time interactive color editing framework for 3D Gaussian Splatting (3DGS) that enables palette-based recoloring, per-palette tone curves for color-aware lightness adjustment, and accurate pixel-level constraints -- capabilities unavailable in prior palette-based 3DGS methods. Existing approaches decompose colors at the primitive level, optimizing per-Gaussian palette weights before splatting. However, sparse primitive-level weights do not guarantee sparse pixel-level decompositions after alpha-blending, causing palette edits to affect unintended regions and degrading editing quality. We address this through view-space palette decomposition, splatting weights instead of colors to optimize the observable appearance of the scene. We introduce a geometric loss using inverse barycentric coordinates to enforce consistent sparsity patterns, ensuring similar colors share similar decompositions. Our approach achieves superior editing quality compared to primitive-space methods, enabling professional color grading workflows for 3DGS scenes with real-time interaction.
翻译:专业的色彩编辑要求对颜色(色相与饱和度)和明度实现独立、精确的控制。我们提出了一个面向3D高斯散射(3DGS)的实时交互色彩编辑框架,支持基于调色板的重新着色、针对各调色板的色调曲线实现颜色感知明度调节,以及精确的像素级约束——这些功能在以往的基于调色板的3DGS方法中均无法实现。现有方法在基元层级进行颜色分解,在散射前优化每个高斯体的调色板权重。然而,稀疏的基元级权重无法保证alpha混合后产生稀疏的像素级分解,导致调色板编辑影响非目标区域,降低编辑质量。我们通过视图空间调色板分解解决此问题——散射权重而非颜色,从而优化场景的可见外观。我们引入基于逆重心坐标的几何损失函数,强制执行一致的稀疏性模式,确保相似颜色共享相似的分解。与基元空间方法相比,我们的方法实现了更优的编辑质量,支持3DGS场景的专业级色彩分级工作流程,并保持实时交互能力。