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GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting
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Gaussian Splatting (GS) is a novel, state-of-the-art technique for rendering points in a 3D scene by approximating their contribution to image pixels through Gaussian distributions, warranting fast training and real-time rendering. The main drawback of GS is the absence of a well-defined approach for its conditioning due to the necessity of conditioning several hundred thousand Gaussian components. To solve this, we introduce the Gaussian Mesh Splatting (GaMeS) model, which allows modification of Gaussian components in a similar way as meshes. We parameterize each Gaussian component by the vertices of the mesh face. Furthermore, our model needs mesh initialization on input or estimated mesh during training. We also define Gaussian splats solely based on their location on the mesh, allowing for automatic adjustments in position, scale, and rotation during animation. As a result, we obtain a real-time rendering of editable GS.
Forward citations
Cited by 7 Pith papers
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A split-then-clone densification schedule with energy-guided multi-resolution training roughly halves 3D Gaussian Splatting training time while keeping reconstruction quality.
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A hybrid representation routes texture-rich flat indoor regions to a textured mesh and keeps Gaussians only for complex geometry, reducing Gaussian counts by 18-50% with roughly comparable rendering quality.
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