DeSplat: Decomposed Gaussian Splatting for Distractor-Free Rendering
read the original abstract
Gaussian splatting enables fast novel view synthesis in static 3D environments. However, reconstructing real-world environments remains challenging as distractors or occluders break the multi-view consistency assumption required for accurate 3D reconstruction. Most existing methods rely on external semantic information from pre-trained models, introducing additional computational overhead as pre-processing steps or during optimization. In this work, we propose a novel method, DeSplat, that directly separates distractors and static scene elements purely based on volume rendering of Gaussian primitives. We initialize Gaussians within each camera view for reconstructing the view-specific distractors to separately model the static 3D scene and distractors in the alpha compositing stages. DeSplat yields an explicit scene separation of static elements and distractors, achieving comparable results to prior distractor-free approaches without sacrificing rendering speed. We demonstrate DeSplat's effectiveness on three benchmark data sets for distractor-free novel view synthesis. See the project website at https://aaltoml.github.io/desplat/.
This paper has not been read by Pith yet.
Forward citations
Cited by 1 Pith paper
-
Rectifying Mask via Entropy for Distractor-Free 3DGS in Ambiguous Scenarios
RefineSplat applies entropy-aware adaptive masking and density control to 3DGS to remove color- or semantically ambiguous distractors, validated on a new 18-scene Ambiguous wild dataset with claimed SOTA results.
discussion (0)
Sign in with ORCID, Apple, or X to comment. Anyone can read and Pith papers without signing in.