TL;DR
SVGS introduces spatially varying colors and opacity in Gaussian primitives, significantly improving multi-view scene reconstruction and novel-view synthesis over traditional Gaussian splatting methods.
Contribution
The paper proposes SVGS, a novel method using spatially varying functions within Gaussian primitives to enhance scene representation and rendering quality.
Findings
SVGS outperforms baseline in quantitative and qualitative tests.
Movable kernels achieve the best novel view synthesis results.
Spatially varying functions improve scene representation in complex environments.
Abstract
Gaussian Splatting demonstrates impressive results in multi-view reconstruction based on Gaussian explicit representations. However, the current Gaussian primitives only have a single view-dependent color and an opacity to represent the appearance and geometry of the scene, resulting in a non-compact representation. In this paper, we introduce a new method called SVGS (Spatially Varying Gaussian Splatting) that utilizes spatially varying colors and opacity in a single Gaussian primitive to improve its representation ability. We have implemented bilinear interpolation, movable kernels, and tiny neural networks as spatially varying functions. SVGS employs 2D Gaussian surfels as primitives, which significantly enhances novel-view synthesis while maintaining high-quality geometric reconstruction. This approach is particularly effective in practical applications, as scenes combining complex…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Code & Models
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
