Skip to content

Latest commit

 

History

History
6 lines (3 loc) · 2.06 KB

2502.07754.md

File metadata and controls

6 lines (3 loc) · 2.06 KB

MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization

Gaussian Splatting (GS) is a recent and pivotal technique in 3D computer graphics. GS-based algorithms almost always bypass classical methods such as ray tracing, which offers numerous inherent advantages for rendering. For example, ray tracing is able to handle incoherent rays for advanced lighting effects, including shadows and reflections. To address this limitation, we introduce MeshSplats, a method which converts GS to a mesh-like format. Following the completion of training, MeshSplats transforms Gaussian elements into mesh faces, enabling rendering using ray tracing methods with all their associated benefits. Our model can be utilized immediately following transformation, yielding a mesh of slightly reduced quality without additional training. Furthermore, we can enhance the reconstruction quality through the application of a dedicated optimization algorithm that operates on mesh faces rather than Gaussian components. The efficacy of our method is substantiated by experimental results, underscoring its extensive applications in computer graphics and image processing.

高斯溅射(GS)是3D计算机图形学中的一种新兴且关键的技术。基于GS的算法几乎总是绕过传统方法,如光线追踪,而光线追踪在渲染中提供了许多固有的优势。例如,光线追踪能够处理不连续的光线,从而实现高级光照效果,包括阴影和反射。为了解决这一限制,我们提出了MeshSplats,一种将GS转换为类似网格格式的方法。在训练完成后,MeshSplats将高斯元素转换为网格面,从而实现使用光线追踪方法进行渲染,并获得所有相关的优势。我们的模型在转换后即可直接使用,生成略微降低质量的网格,无需额外训练。此外,我们还可以通过应用专门的优化算法,针对网格面而非高斯组件进行优化,从而提升重建质量。实验结果验证了我们方法的有效性,强调了其在计算机图形学和图像处理中的广泛应用。