不能反映现实:高斯飞溅在非朗伯曲面上的坍缩

IF 2.6 Q2 ENGINEERING, ELECTRICAL & ELECTRONIC
IEEE open journal of signal processing Pub Date : 2026-01-01 Epub Date: 2026-04-21 DOI:10.1109/OJSP.2026.3685574
Eva Dubar;Sarah Dury;Gauthier Lafruit;Daniele Bonatto
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引用次数: 0

摘要

探讨了高斯溅射(GS)在非朗伯物体视图合成(VS)中的适用性。具有各向异性外观的材料一直是VS的失败案例,直到最近引入的球面谐波有望在处理视图方向方面取得令人满意的结果。然而,我们证明了高度非朗伯物体,如玻璃或镜子,仍然不可能正确地重建和渲染高斯原语和球面谐波。本文阐明了原因:(1)高斯飞溅优化收敛于不正确的几何;(2)球面谐波不能表示一致的视图依赖关系。基准测试实验证实,即使使用地面真值数据,gs也会产生错误的几何形状。我们的发现对当前视图合成中的材料表示提出了质疑,并激发了更现实的原语的使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Failing to Reflect Reality: Gaussian Splatting’s Collapse on Non-Lambertian Surfaces
We explore the applicability of Gaussian Splatting (GS) to the view synthesis (VS) of non-Lambertian objects. Materials with anisotropic appearance have always been a failure case for VS, until the recent introduction of spherical harmonics promising satisfying results to handle view-directional aspects. Nevertheless, we demonstrate that highly non-Lambertian objects, such as glass or mirrors, remain impossible to correctly reconstruct and render with Gaussian primitives and spherical harmonics. This paper clarifies the reasons: (1) Gaussian Splatting optimization converges to incorrect geometry, and (2) spherical harmonics fail to represent consistent view dependencies. Benchmarking experiments confirm that gs produces false geometry even with ground truth data. Our findings call into question current material representations in view synthesis and motivate the use of more realistic primitives.
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来源期刊
CiteScore
5.30
自引率
0.00%
发文量
0
审稿时长
22 weeks
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