3DGM:通过细节级别代理可变形和可纹理的3D高斯模型

IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Xiangzhi Eric Wang, Zackary P. T. Sin
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引用次数: 0

摘要

3D高斯飞溅通过实现令人印象深刻的保真度和性能显着影响神经渲染。尽管取得了这样的成就,但它并不容易适用于开发交互式应用程序。实时应用程序(如XR应用程序和游戏)需要通过3D模型同时操作动画,UV映射和细节水平(LOD)等功能。为了满足这一需求,我们提出了一种类似于典型3D模型的建模策略,我们称之为3D高斯模型(3DGM)。3DGM依赖于将三维高斯函数附加到网格代理的三角形上,其关键思想是将剪切的三维高斯函数绑定到纹理空间中,并通过隐式壳映射将其重新投影回世界空间;这种设计自然地通过代理实现变形和UV映射。此外,为了优化基于不同观看距离的速度和保真度,可以对每个三角形进行镶嵌,以自适应地改变所涉及的三维高斯函数的数量。应用方面,我们将展示基于代理的3DGM能够在没有动画训练数据的情况下实现新的变形,通过3D高斯的UV映射传输纹理,以及LOD渲染。结果表明,在不同的观看距离下,我们的模型获得了更好的变形保真度和更好的保真度和性能优化。此外,我们相信这些结果表明了我们的工作在实现3D高斯喷溅的交互式应用方面的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

3DGM: Deformable and Texturable 3D Gaussian Model via Level-of-Detail Proxy

3DGM: Deformable and Texturable 3D Gaussian Model via Level-of-Detail Proxy

3D Gaussian Splatting has markedly impacted neural rendering by achieving impressive fidelity and performance. Despite this achievement, it is not readily applicable to developing interactive applications. Real-time applications like XR apps and games require functions such as animation, UV mapping and level of detail (LOD) simultaneously manipulated through a 3D model. To address this need, we propose a modelling strategy analogous to typical 3D models, which we call 3D Gaussian Model (3DGM). 3DGM relies on attaching 3D Gaussians on the triangles of a mesh proxy, and the key idea is to bind sheared 3D Gaussians in texture space and re-projecting them back to world space through implicit shell mapping; this design naturally enables deformation and UV mapping via the proxy. Further, to optimize speed and fidelity based on different viewing distances, each triangle can be tessellated to change the number of involved 3D Gaussians adaptively. Application-wise, we will show that our proxy-based 3DGM is capable of enabling novel deformation without animated training data, texture transferring via UV mapping of the 3D Gaussians, and LOD rendering. The results indicate that our model achieves better fidelity for deformation and better optimization of fidelity and performance given different viewing distances. Further, we believe the results indicate the potential of our work for enabling interactive applications for 3D Gaussian Splatting.

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来源期刊
Computer Graphics Forum
Computer Graphics Forum 工程技术-计算机:软件工程
CiteScore
5.80
自引率
12.00%
发文量
175
审稿时长
3-6 weeks
期刊介绍: Computer Graphics Forum is the official journal of Eurographics, published in cooperation with Wiley-Blackwell, and is a unique, international source of information for computer graphics professionals interested in graphics developments worldwide. It is now one of the leading journals for researchers, developers and users of computer graphics in both commercial and academic environments. The journal reports on the latest developments in the field throughout the world and covers all aspects of the theory, practice and application of computer graphics.
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