Gaussian Splatting (GS) is a recent and pivotal technique in 3D computer graphics. GS-based algorithms almost always bypass classical methods such as ray tracing, which offer numerous inherent advantages for rendering. For example, ray tracing can handle incoherent rays for advanced lighting effects, including shadows and reflections. To address this limitation, we introduce MeshSplats, a method which converts GS to a mesh-like format. Following the completion of training, MeshSplats transforms Gaussian elements into mesh faces, enabling rendering using ray tracing methods with all their associated benefits. Our model can be utilized immediately following transformation, yielding a mesh of slightly reduced reconstruction quality without additional training. Furthermore, we can enhance the quality by applying a dedicated optimization algorithm that operates on mesh faces rather than Gaussian components. Importantly, MeshSplats acts as a wrapper, converting pre-trained GS models into a ray-traceable format. The efficacy of our method is substantiated by experimental results, underscoring its extensive applications in computer graphics and image processing.
翻译:高斯泼溅(GS)是三维计算机图形学中一项重要的近期技术。基于GS的算法几乎总是绕过光线追踪等经典方法,而后者在渲染中具有诸多固有优势。例如,光线追踪能够处理非相干光线以实现包括阴影和反射在内的高级光照效果。为解决这一局限性,我们提出MeshSplats——一种将GS转换为类网格格式的方法。训练完成后,MeshSplats将高斯元素转换为网格面片,从而能够利用光线追踪方法及其所有相关优势进行渲染。我们的模型在转换后即可直接使用,无需额外训练即可生成重建质量略有降低的网格。此外,我们还可通过针对网格面片而非高斯分量设计的专用优化算法来提升质量。关键在于,MeshSplats作为封装器,可将预训练的GS模型转换为可光线追踪的格式。实验结果证明了该方法的有效性,突显其在计算机图形学与图像处理中的广泛用途。