This is only a preview version of GauMesh. Recently, primitive-based rendering has been proven to achieve convincing results in solving the problem of modeling and rendering the 3D dynamic scene from 2D images. Despite this, in the context of novel view synthesis, each type of primitive has its inherent defects in terms of representation ability. It is difficult to exploit the mesh to depict the fuzzy geometry. Meanwhile, the point-based splatting (e.g. the 3D Gaussian Splatting) method usually produces artifacts or blurry pixels in the area with smooth geometry and sharp textures. As a result, it is difficult, even not impossible, to represent the complex and dynamic scene with a single type of primitive. To this end, we propose a novel approach, GauMesh, to bridge the 3D Gaussian and Mesh for modeling and rendering the dynamic scenes. Given a sequence of tracked mesh as initialization, our goal is to simultaneously optimize the mesh geometry, color texture, opacity maps, a set of 3D Gaussians, and the deformation field. At a specific time, we perform $\alpha$-blending on the RGB and opacity values based on the merged and re-ordered z-buffers from mesh and 3D Gaussian rasterizations. This produces the final rendering, which is supervised by the ground-truth image. Experiments demonstrate that our approach adapts the appropriate type of primitives to represent the different parts of the dynamic scene and outperforms all the baseline methods in both quantitative and qualitative comparisons without losing render speed.
翻译:本文是GauMesh的预览版本。近年来,基于基元的渲染在从二维图像建模和渲染三维动态场景的问题上取得了令人信服的成果。尽管如此,在新视角合成的背景下,每种类型的基元在表示能力上都有其固有的缺陷。利用网格描绘模糊几何结构是困难的。同时,基于点的高斯泼溅(例如3D高斯泼溅)方法在几何平滑且纹理锐利的区域通常会产生伪影或模糊像素。因此,用单一类型的基元表示复杂动态场景即使不是不可能的,也是困难的。为此,我们提出了一种新方法GauMesh,它桥接了3D高斯和网格,用于建模和渲染动态场景。给定一个跟踪网格序列作为初始化,我们的目标是同时优化网格几何、颜色纹理、不透明度图、一组3D高斯以及变形场。在特定时刻,我们基于来自网格和3D高斯光栅化合并并重新排序的z-buffer,对RGB和不透明度值进行α混合。这产生了最终渲染,由真实图像监督。实验表明,我们的方法能够自适应地选择适当类型的基元来表示动态场景的不同部分,并且在定量和定性比较中均优于所有基线方法,且不牺牲渲染速度。