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HyperGS: Hyperspectral 3D Gaussian Splatting

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arxiv 2412.12849 v1 pith:HLYSM4IE submitted 2024-12-17 cs.CV

classification cs.CV
keywords hypergshyperspectralhnvsaccuracygaussianintroducelatentnovel
verification ladder T0 review T1 audit T2 compute T3 formal
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We introduce HyperGS, a novel framework for Hyperspectral Novel View Synthesis (HNVS), based on a new latent 3D Gaussian Splatting (3DGS) technique. Our approach enables simultaneous spatial and spectral renderings by encoding material properties from multi-view 3D hyperspectral datasets. HyperGS reconstructs high-fidelity views from arbitrary perspectives with improved accuracy and speed, outperforming currently existing methods. To address the challenges of high-dimensional data, we perform view synthesis in a learned latent space, incorporating a pixel-wise adaptive density function and a pruning technique for increased training stability and efficiency. Additionally, we introduce the first HNVS benchmark, implementing a number of new baselines based on recent SOTA RGB-NVS techniques, alongside the small number of prior works on HNVS. We demonstrate HyperGS's robustness through extensive evaluation of real and simulated hyperspectral scenes with a 14db accuracy improvement upon previously published models.

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Cited by 2 Pith papers

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

  1. UnMix-NeRF: Spectral Unmixing Meets Neural Radiance Fields

    eess.IV 2025-06 conditional novelty 6.0 of 10

    A NeRF-based framework jointly performs hyperspectral novel view synthesis and unsupervised material segmentation by learning per-point spectral abundances over a global endmember dictionary.

  2. Towards Integrating Multi-Spectral Imaging with Gaussian Splatting

    cs.CV 2025-08 conditional novelty 5.0 of 10

    Jointly optimizing RGB and four additional spectral bands in one 3D Gaussian Splatting model, after an RGB-only warm-up and with spectrum-aware densification, outperforms per-band models and slightly improves RGB via ...

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