QGS: Quadratic Gaussian Splatting for Efficient and
Detailed Surface Reconstruction
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Abstract
Recently, 3D Gaussian Splatting (3DGS) has attracted attention for its superior rendering quality and speed over Neural Radiance Fields (NeRF). To address 3DGS's limitations in surface representation, 2D Gaussian Splatting (2DGS) introduced disks as scene primitives to model and reconstruct geometries from multi-view images, offering view-consistent geometry. However, the disk's first-order linear approximation often leads to over-smoothed results. We propose Quadratic Gaussian Splatting (QGS), a novel method that replaces disks with quadric surfaces, enhancing geometric fitting, whose code will be open-sourced. QGS defines Gaussian distributions in non-Euclidean space, allowing primitives to capture more complex textures. As a second-order surface approximation, QGS also renders spatial curvature to guide the normal consistency term, to effectively reduce over-smoothing. Moreover, QGS is a generalized version of 2DGS that achieves more accurate and detailed reconstructions, as verified by experiments on DTU and TNT, demonstrating its effectiveness in surpassing current state-of-the-art methods in geometry reconstruction.
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Citation
If you want to cite our work, please use:
@misc{zhang2024quadraticgaussiansplattingefficient, title={Quadratic Gaussian Splatting for Efficient and Detailed Surface Reconstruction}, author={Ziyu Zhang and Binbin Huang and Hanqing Jiang and Liyang Zhou and Xiaojun Xiang and Shunhan Shen}, year={2024}, eprint={2411.16392}, archivePrefix={arXiv}, primaryClass={cs.CV}, url={https://arxiv.org/abs/2411.16392}, }
Acknowledgements
Thanks to Ricardo Martin-Brualla and David Salesin for their comments on the text, and to George Drettakis and Georgios Kopanas for graciously assisting us with our baseline evaluation.
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