Pushing Rendering Boundaries: Hard Gaussian Splatting
Qingshan Xu, Jiequan Cui, Xuanyu Yi, Yuxuan Wang, Yuan Zhou, Yew-Soon, Ong, Hanwang Zhang

TL;DR
This paper introduces Hard Gaussian Splatting (HGS), a novel method that improves 3D view synthesis by growing hard Gaussians based on significant multi-view gradients and rendering errors, reducing artifacts and enhancing quality.
Contribution
The paper proposes Hard Gaussian Splatting, which considers multi-view gradients and errors to grow Gaussians, addressing limitations of classical methods and achieving superior rendering results.
Findings
Achieves state-of-the-art rendering quality.
Maintains real-time efficiency.
Reduces artifacts like blurring and needle-like distortions.
Abstract
3D Gaussian Splatting (3DGS) has demonstrated impressive Novel View Synthesis (NVS) results in a real-time rendering manner. During training, it relies heavily on the average magnitude of view-space positional gradients to grow Gaussians to reduce rendering loss. However, this average operation smooths the positional gradients from different viewpoints and rendering errors from different pixels, hindering the growth and optimization of many defective Gaussians. This leads to strong spurious artifacts in some areas. To address this problem, we propose Hard Gaussian Splatting, dubbed HGS, which considers multi-view significant positional gradients and rendering errors to grow hard Gaussians that fill the gaps of classical Gaussian Splatting on 3D scenes, thus achieving superior NVS results. In detail, we present positional gradient driven HGS, which leverages multi-view significant…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · 3D Shape Modeling and Analysis · Image Processing and 3D Reconstruction
MethodsHunger Games Search
