Radiance fields produce high fidelity images with high rendering speed, but are difficult to manipulate. We effectively perform avatar texture transfer across different appearances by combining benefits from radiance fields and mesh surfaces. We represent the source as a radiance field using 3D Gaussian Splatter, then project the Gaussians on the target mesh. Our pipeline consists of Source Preconditioning, Target Vectorization and Texture Projection. The projection completes in 1.12s in a pure CPU compute, compared to baselines techniques of Per Face Texture Projection and Ray Casting (31s, 4.1min). This method lowers the computational requirements, which makes it applicable to a broader range of devices from low-end mobiles to high end computers.
翻译:辐射场能够以高渲染速度生成高保真图像,但难以进行编辑操作。我们通过结合辐射场与网格表面的优势,实现了不同外观间的虚拟形象纹理高效迁移。我们采用3D高斯溅射法将源对象表示为辐射场,随后将这些高斯分布投影至目标网格表面。我们的流程包含源预处理、目标矢量化与纹理投影三个步骤。在纯CPU计算环境下,本方法的投影过程仅需1.12秒,而基准技术——逐面纹理投影与光线投射法则分别需要31秒和4.1分钟。该方法显著降低了计算资源需求,使其能够适配从低端移动设备到高端计算机的更广泛硬件平台。