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Mani-GS: Gaussian Splatting Manipulation with Triangular Mesh

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arxiv 2405.17811 v2 pith:KZQNX6YL submitted 2024-05-28 cs.GR cs.CV

classification cs.GRcs.CV
keywords renderingmanipulationgaussianmeshmethodnerfapproachdemonstrate
verification ladder T0 review T1 audit T2 compute T3 formal
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Neural 3D representations such as Neural Radiance Fields (NeRF), excel at producing photo-realistic rendering results but lack the flexibility for manipulation and editing which is crucial for content creation. Previous works have attempted to address this issue by deforming a NeRF in canonical space or manipulating the radiance field based on an explicit mesh. However, manipulating NeRF is not highly controllable and requires a long training and inference time. With the emergence of 3D Gaussian Splatting (3DGS), extremely high-fidelity novel view synthesis can be achieved using an explicit point-based 3D representation with much faster training and rendering speed. However, there is still a lack of effective means to manipulate 3DGS freely while maintaining rendering quality. In this work, we aim to tackle the challenge of achieving manipulable photo-realistic rendering. We propose to utilize a triangular mesh to manipulate 3DGS directly with self-adaptation. This approach reduces the need to design various algorithms for different types of Gaussian manipulation. By utilizing a triangle shape-aware Gaussian binding and adapting method, we can achieve 3DGS manipulation and preserve high-fidelity rendering after manipulation. Our approach is capable of handling large deformations, local manipulations, and soft body simulations while keeping high-quality rendering. Furthermore, we demonstrate that our method is also effective with inaccurate meshes extracted from 3DGS. Experiments conducted demonstrate the effectiveness of our method and its superiority over baseline approaches.

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Forward citations

Cited by 4 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. StructuredField: Unifying Structured Geometry and Radiance Field

    cs.GR 2025-01 conditional novelty 7.0 of 10

    A representation that reparameterizes tetrahedral mesh elements as 3D Gaussians yields high-fidelity rendering and an inversion-free conformal mesh for simulation and editing.

  2. IDOL: Instant Photorealistic 3D Human Creation from a Single Image

    cs.CV 2024-12 conditional novelty 6.0 of 10

    A single-image feed-forward model trains on a 100K-generated-subject multi-view dataset and reconstructs animatable 3D Gaussian human avatars in under one second.

  3. FATE: Full-head Gaussian Avatar with Textural Editing from Monocular Video

    cs.CV 2024-11 conditional novelty 6.0 of 10

    FATE is a monocular full-head avatar system that improves Gaussian efficiency with sampling-based densification, enables UV-space texture editing through neural baking, and completes non-frontal views using SphereHead priors.

  4. FruitNinja: 3D Object Interior Texture Generation with Gaussian Splatting

    cs.CV 2024-11 conditional novelty 6.0 of 10

    FruitNinja generates 3D interior textures for Gaussian Splatting objects by progressively inpainting cross-sectional views with a diffusion model, enabling real-time arbitrary slicing without further optimization.

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