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3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting
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3D Gaussian Splatting (3DGS) enables efficient reconstruction and high-fidelity real-time rendering of complex scenes on consumer hardware. However, due to its rasterization-based formulation, 3DGS is constrained to ideal pinhole cameras and lacks support for secondary lighting effects. Recent methods address these limitations by tracing the particles instead, but, this comes at the cost of significantly slower rendering. In this work, we propose 3D Gaussian Unscented Transform (3DGUT), replacing the EWA splatting formulation with the Unscented Transform that approximates the particles through sigma points, which can be projected exactly under any nonlinear projection function. This modification enables trivial support of distorted cameras with time dependent effects such as rolling shutter, while retaining the efficiency of rasterization. Additionally, we align our rendering formulation with that of tracing-based methods, enabling secondary ray tracing required to represent phenomena such as reflections and refraction within the same 3D representation. The source code is available at: https://github.com/nv-tlabs/3dgrut.
Forward citations
Cited by 2 Pith papers
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TexGS-VolVis: Expressive Scene Editing for Volume Visualization via Textured Gaussian Splatting
A textured Gaussian splatting framework enables flexible image- and text-driven style editing of volume visualizations with real-time rendering.
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DirectFisheye-GS: Enabling Native Fisheye Input in Gaussian Splatting with Cross-View Joint Optimization
Native fisheye projection inside 3DGS plus feature-overlap cross-view joint optimization matches or beats prior fisheye and pinhole Gaussian methods on public datasets.
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