In recent years, a range of neural network-based methods for image rendering have been introduced. For instance, widely-researched neural radiance fields (NeRF) rely on a neural network to represent 3D scenes, allowing for realistic view synthesis from a small number of 2D images. However, most NeRF models are constrained by long training and inference times. In comparison, Gaussian Splatting (GS) is a novel, state-of-theart technique for rendering points in a 3D scene by approximating their contribution to image pixels through Gaussian distributions, warranting fast training and swift, real-time rendering. A drawback of GS is the absence of a well-defined approach for its conditioning due to the necessity to condition several hundred thousand Gaussian components. To solve this, we introduce Gaussian Mesh Splatting (GaMeS) model, a hybrid of mesh and a Gaussian distribution, that pin all Gaussians splats on the object surface (mesh). The unique contribution of our methods is defining Gaussian splats solely based on their location on the mesh, allowing for automatic adjustments in position, scale, and rotation during animation. As a result, we obtain high-quality renders in the real-time generation of high-quality views. Furthermore, we demonstrate that in the absence of a predefined mesh, it is possible to fine-tune the initial mesh during the learning process.
翻译:近年来,一系列基于神经网络的图像渲染方法被提出。例如,广泛研究的神经辐射场(NeRF)依赖神经网络表示三维场景,能够从少量二维图像中实现逼真的视图合成。然而,大多数NeRF模型受限于较长的训练和推理时间。相比之下,高斯泼溅(GS)作为一种新颖的最先进技术,通过高斯分布近似三维场景中每个点对图像像素的贡献,实现快速训练和实时渲染。GS的一个缺陷是缺乏明确的调整方法,原因在于需要调整数十万个高斯分量。为解决这一问题,我们提出了高斯网格泼溅(GaMeS)模型,该模型融合了网格和高斯分布,将所有高斯泼溅固定在物体表面(网格)上。我们方法的独特贡献在于仅根据高斯泼溅在网格上的位置定义它们,从而在动画过程中自动调整位置、尺度和旋转。由此,我们在实时生成高质量视图时获得了高保真渲染效果。此外,我们证明在未预定义网格的情况下,可以在学习过程中微调初始网格。