A dynamic Gaussian rendering method that wraps a third-order time polynomial around an SC-GS style skeleton and reports higher PSNR, though the 'infinite Taylor' framing is a fitted residual network.
MVGSR: Multi-View Consistency Gaussian Splatting for Robust Surface Reconstruction
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abstract
3D Gaussian Splatting (3DGS) has gained significant attention for its high-quality rendering capabilities, ultra-fast training, and inference speeds. However, when we apply 3DGS to surface reconstruction tasks, especially in environments with dynamic objects and distractors, the method suffers from floating artifacts and color errors due to inconsistency from different viewpoints. To address this challenge, we propose Multi-View Consistency Gaussian Splatting for the domain of Robust Surface Reconstruction (\textbf{MVGSR}), which takes advantage of lightweight Gaussian models and a {heuristics-guided distractor masking} strategy for robust surface reconstruction in non-static environments. Compared to existing methods that rely on MLPs for distractor segmentation strategies, our approach separates distractors from static scene elements by comparing multi-view feature consistency, allowing us to obtain precise distractor masks early in training. Furthermore, we introduce a pruning measure based on multi-view contributions to reset transmittance, effectively reducing floating artifacts. Finally, a multi-view consistency loss is applied to achieve high-quality performance in surface reconstruction tasks. Experimental results demonstrate that MVGSR achieves competitive geometric accuracy and rendering fidelity compared to the state-of-the-art surface reconstruction algorithms. More information is available on our project page (https://mvgsr.github.io).
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Learnable Infinite Taylor Gaussian for Dynamic View Rendering
A dynamic Gaussian rendering method that wraps a third-order time polynomial around an SC-GS style skeleton and reports higher PSNR, though the 'infinite Taylor' framing is a fitted residual network.