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BAGS: Blur Agnostic Gaussian Splatting through Multi-Scale Kernel Modeling

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arxiv 2403.04926 v2 pith:NJVYWTMG submitted 2024-03-07 cs.CV

classification cs.CV
keywords blurbagsmethodsmodelingsceneagnosticblurrygaussian
verification ladder T0 review T1 audit T2 compute T3 formal
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Recent efforts in using 3D Gaussians for scene reconstruction and novel view synthesis can achieve impressive results on curated benchmarks; however, images captured in real life are often blurry. In this work, we analyze the robustness of Gaussian-Splatting-based methods against various image blur, such as motion blur, defocus blur, downscaling blur, \etc. Under these degradations, Gaussian-Splatting-based methods tend to overfit and produce worse results than Neural-Radiance-Field-based methods. To address this issue, we propose Blur Agnostic Gaussian Splatting (BAGS). BAGS introduces additional 2D modeling capacities such that a 3D-consistent and high quality scene can be reconstructed despite image-wise blur. Specifically, we model blur by estimating per-pixel convolution kernels from a Blur Proposal Network (BPN). BPN is designed to consider spatial, color, and depth variations of the scene to maximize modeling capacity. Additionally, BPN also proposes a quality-assessing mask, which indicates regions where blur occur. Finally, we introduce a coarse-to-fine kernel optimization scheme; this optimization scheme is fast and avoids sub-optimal solutions due to a sparse point cloud initialization, which often occurs when we apply Structure-from-Motion on blurry images. We demonstrate that BAGS achieves photorealistic renderings under various challenging blur conditions and imaging geometry, while significantly improving upon existing approaches.

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Cited by 1 Pith paper

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  1. Deblur-Avatar: Animatable Avatars from Motion-Blurred Monocular Videos

    cs.CV 2025-01 conditional novelty 6.0 of 10

    Deblur-Avatar reconstructs sharp, animatable human avatars from motion-blurred monocular video by optimizing SMPL start and end poses and averaging rendered virtual frames inside 3D Gaussian Splatting.

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