CoGS: Controllable Gaussian Splatting
Heng Yu, Joel Julin, Zolt\'an \'A. Milacski, Koichiro Niinuma,, L\'aszl\'o A. Jeni

TL;DR
CoGS introduces a real-time, controllable Gaussian Splatting method for dynamic 3D scene reconstruction that outperforms existing neural representations in visual fidelity without requiring extensive calibration or pre-computed control signals.
Contribution
This paper presents CoGS, a novel method enabling real-time controllable Gaussian Splatting for dynamic scenes, eliminating the need for synchronized multi-view cameras and pre-computed control signals.
Findings
Outperforms existing methods in visual fidelity
Works on both synthetic and real-world datasets
Enables real-time control of dynamic scenes
Abstract
Capturing and re-animating the 3D structure of articulated objects present significant barriers. On one hand, methods requiring extensively calibrated multi-view setups are prohibitively complex and resource-intensive, limiting their practical applicability. On the other hand, while single-camera Neural Radiance Fields (NeRFs) offer a more streamlined approach, they have excessive training and rendering costs. 3D Gaussian Splatting would be a suitable alternative but for two reasons. Firstly, existing methods for 3D dynamic Gaussians require synchronized multi-view cameras, and secondly, the lack of controllability in dynamic scenarios. We present CoGS, a method for Controllable Gaussian Splatting, that enables the direct manipulation of scene elements, offering real-time control of dynamic scenes without the prerequisite of pre-computing control signals. We evaluated CoGS using both…
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Taxonomy
TopicsAdvanced Vision and Imaging · Human Pose and Action Recognition · Generative Adversarial Networks and Image Synthesis
