Recent advancements in 3D Gaussian Splatting (3DGS) have substantially improved novel view synthesis, enabling high-quality reconstruction and real-time rendering. However, blurring artifacts, such as floating primitives and over-reconstruction, remain challenging. Current methods address these issues by refining scene structure, enhancing geometric representations, addressing blur in training images, improving rendering consistency, and optimizing density control, yet the role of kernel design remains underexplored. We identify the soft boundaries of Gaussian ellipsoids as one of the causes of these artifacts, limiting detail capture in high-frequency regions. To bridge this gap, we introduce 3D Linear Splatting (3DLS), which replaces Gaussian kernels with linear kernels to achieve sharper and more precise results, particularly in high-frequency regions. Through evaluations on three datasets, 3DLS demonstrates state-of-the-art fidelity and accuracy, along with a 30% FPS improvement over baseline 3DGS. The implementation will be made publicly available upon acceptance.
翻译:三维高斯点渲染(3DGS)的最新进展显著提升了新视角合成质量,实现了高精度重建与实时渲染能力。然而,浮游基元与过度重建等模糊伪影问题仍待解决。现有方法通过优化场景结构、增强几何表示、处理训练图像模糊、提升渲染一致性及改进密度控制等方式应对这些挑战,但核函数设计的作用尚未得到充分探索。我们发现高斯椭球体的软边界是导致此类伪影的原因之一,其限制了高频区域的细节捕捉能力。为填补这一空白,本文提出三维线性点渲染(3DLS),通过以线性核替代高斯核来实现更锐利、更精确的渲染效果,尤其在高频区域表现显著。在三个数据集上的评估表明,3DLS在保真度与精度方面达到最先进水平,同时帧率较基准3DGS提升30%。相关代码将在论文录用后开源。