As-Rigid-As-Possible Deformation of Gaussian Radiance Fields

Xinhao Tong;Tianjia Shao;Yanlin Weng;Yin Yang;Kun Zhou
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Abstract

3D Gaussian Splatting (3DGS) models radiance fields as sparsely distributed 3D Gaussians, providing a compelling solution to novel view synthesis at high resolutions and real-time frame rates. However, deforming objects represented by 3D Gaussians remains a challenging task. Existing methods deform a 3DGS object by editing Gaussians geometrically. These approaches ignore the fact that it is the radiance field that rasterizes and renders the final image. The inconsistency between the deformed 3D Gaussians and the desired radiance field inevitably leads to artifacts in the final results. In this paper, we propose an interactive method for as-rigid-as-possible (ARAP) deformation of the Gaussian radiance fields. Specifically, after performing geometric edits on the Gaussians, we further optimize Gaussians to ensure its rasterization yields a similar result as the deformed radiance field. To facilitate this objective, we design radial features to mathematically describe the radial difference before and after the deformation, which are densely sampled across the radiance field. Additionally, we propose an adaptive anisotropic spatial low-pass filter to prevent aliasing issues during sampling and to preserve the field with the varying non-uniform sampling intervals. Users can interactively employ this tool to achieve large-scale ARAP deformations of the radiance field. Since our method maintains the consistency of the Gaussian radiance field before and after deformation, it avoids artifacts that are common in existing 3DGS deformation frameworks. Meanwhile, our method keeps the high quality and efficiency of 3DGS in rendering.
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高斯辐射场的 "尽可能刚性变形"(As-Rigid-As-Possible Deformation of Gaussian Radiance Fields)。
3D高斯喷溅(3DGS)模型辐射场稀疏分布的3D高斯,提供了一个引人注目的解决方案,以新颖的视图合成在高分辨率和实时帧率。然而,用三维高斯函数表示物体的变形仍然是一项具有挑战性的任务。现有的方法通过几何编辑高斯函数来变形3DGS对象。这些方法忽略了这样一个事实,即它是辐射场光栅化和渲染最终图像。变形的三维高斯分布与期望的亮度场之间的不一致不可避免地导致最终结果中的伪影。本文提出了一种高斯辐射场“尽可能刚性”(ARAP)变形的交互方法。具体来说,在对高斯场进行几何编辑后,我们进一步优化高斯场,以确保其光栅化产生与变形的辐射场相似的结果。为了实现这一目标,我们设计了径向特征,以数学方式描述变形前后的径向差异,并在整个辐射场中密集采样。此外,我们提出了一种自适应各向异性空间低通滤波器,以防止采样过程中的混叠问题,并在不同的非均匀采样间隔下保持场。用户可以交互式地使用此工具来实现辐射场的大规模ARAP变形。由于我们的方法保持了变形前后高斯辐射场的一致性,因此避免了现有3DGS变形框架中常见的伪影。同时,我们的方法保持了3DGS的高质量和高效率。
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