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. \freefootnote{*Corresponding author.
翻译:近年来,三维高斯溅射(3DGS)技术在新视角合成方面取得了显著进展,实现了高质量重建与实时渲染。然而,模糊伪影(如悬浮基元与过重建问题)仍是亟待解决的挑战。现有方法通过优化场景结构、增强几何表示、处理训练图像中的模糊、提升渲染一致性以及改进密度控制等方式应对这些问题,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,它限制了高频区域的细节捕捉能力。为弥补这一不足,我们提出了三维线性溅射(3DLS),通过用线性核替代高斯核,实现了更锐利、更精确的结果,尤其在高频区域表现突出。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,同时帧率较基线3DGS提升30%。本实现代码将在论文录用后开源。\freefootnote{*通讯作者。