3D Gaussian Splatting (3DGS) has recently revolutionized radiance field reconstruction, achieving high quality novel view synthesis and fast rendering speed without baking. However, 3DGS fails to accurately represent surfaces due to the multi-view inconsistent nature of 3D Gaussians. We present 2D Gaussian Splatting (2DGS), a novel approach to model and reconstruct geometrically accurate radiance fields from multi-view images. Our key idea is to collapse the 3D volume into a set of 2D oriented planar Gaussian disks. Unlike 3D Gaussians, 2D Gaussians provide view-consistent geometry while modeling surfaces intrinsically. To accurately recover thin surfaces and achieve stable optimization, we introduce a perspective-accurate 2D splatting process utilizing ray-splat intersection and rasterization. Additionally, we incorporate depth distortion and normal consistency terms to further enhance the quality of the reconstructions. We demonstrate that our differentiable renderer allows for noise-free and detailed geometry reconstruction while maintaining competitive appearance quality, fast training speed, and real-time rendering. Our code will be made publicly available.
翻译:三维高斯溅射(3DGS)近期革新了辐射场重建领域,在不依赖烘焙的前提下实现了高质量的新视角合成与快速渲染。然而,由于三维高斯的多视图不一致特性,该方法无法精确表示表面。本文提出二维高斯溅射(2DGS)——一种从多视角图像中建模和重建几何精确辐射场的新方法。其核心思想是将三维体积坍缩为一组二维有向平面高斯盘。与三维高斯不同,二维高斯在本质上建模表面的同时提供了视图一致的几何结构。为精确恢复薄表面并实现稳定优化,我们引入了一种利用射线-盘交会与光栅化的透视精确二维溅射过程。此外,通过融合深度畸变项与法向一致性约束,进一步提升了重建质量。实验表明,我们的可微分渲染器能够在保持竞争性外观质量、快速训练速度与实时渲染能力的同时,实现无噪声的精细几何重建。相关代码将公开发布。