3DGabSplat: 3D Gabor Splatting for Frequency-adaptive Radiance Field Rendering
Junyu Zhou, Yuyang Huang, Wenrui Dai, Junni Zou, Ziyang Zheng, Nuowen Kan, Chenglin Li, Hongkai Xiong

TL;DR
3DGabSplat introduces a novel 3D Gabor-based primitive for radiance field rendering, significantly improving high-frequency detail representation, efficiency, and memory usage over existing 3D Gaussian Splatting methods.
Contribution
It proposes a 3D Gabor primitive with multiple frequency responses and an efficient CUDA rasterizer, enabling adaptive, high-quality, and memory-efficient novel view synthesis.
Findings
Outperforms 3DGS in rendering quality and efficiency
Achieves up to 1.35 dB PSNR gain over 3DGS
Reduces memory consumption and number of primitives
Abstract
Recent prominence in 3D Gaussian Splatting (3DGS) has enabled real-time rendering while maintaining high-fidelity novel view synthesis. However, 3DGS resorts to the Gaussian function that is low-pass by nature and is restricted in representing high-frequency details in 3D scenes. Moreover, it causes redundant primitives with degraded training and rendering efficiency and excessive memory overhead. To overcome these limitations, we propose 3D Gabor Splatting (3DGabSplat) that leverages a novel 3D Gabor-based primitive with multiple directional 3D frequency responses for radiance field representation supervised by multi-view images. The proposed 3D Gabor-based primitive forms a filter bank incorporating multiple 3D Gabor kernels at different frequencies to enhance flexibility and efficiency in capturing fine 3D details. Furthermore, to achieve novel view rendering, an efficient CUDA-based…
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