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2DGS : 2D Gaussian Splatting for Geometrically Accurate Radiance Fields

Hyunbae Kim

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Problems of 3DGS

  • Hard to learn Thin Surface
  • Do not learn surface normal
  • Lack of multi-view consistency

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Problems of 3DGS

  • Inaccurate affine transformation matrix

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Problems of 3DGS

  • Bad results of Mesh reconstruction

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Contributions of 2DGS

  • Present a highly efficient differentiable 2D Gaussian renderer, enabling perspective-correct splatting by leveraging 2D surface modeling, ray-splat intersection, and volumetric integration

  • Introduce two regularization losses for improved and noise-free surface reconstruction

  • Achieves state-of-the-art geometry reconstruction and NVS results compared to other explicit representations

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3D gaussian Splatting

A : Jacobian of the affine approximation of the projective transformation

W : View transformation

R : Rotation matrix

S : Scale matrix

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Modeling of 2DGS

  • Central points : pk

  • Tangential vector : (tu, tv)

  • Scaling vector : S = (su, sv)

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Modeling of 2DGS

  • 2D Gaussian value
  • 2D Gaussian value
  • Rotation / Scale Matrix

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Modeling of 2DGS

  • Learnable parameters

    • Central points : pk

    • Rotation : (tu, tv)

    • Scale : (su, sv)

    • Opacity : α

    • Color : c parameterized with SH

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Splatting

  • Screen space points
  • Gaussian density in space points (x, y)

( x : homogeneous ray emitted from the camera and passing through pixel(x,y) )

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Splatting

  • Gaussian density in space points (x, y)

→ introduce numerical instability especially when the splat degenerates into a line segment

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Splatting

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Ray-splat Intersection

Given ray x = (x,y)

hx = (-1, 0, 0, x), hy = (0, -1, 0, y)

(1)

(2)

(3)

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Ray-splat Intersection

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Degenerate Solutions

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Degenerate Solutions

  • Object space low-pass filter

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Rasterization

  • Similar with 3DGS

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Train

  • Pipeline of 3DGS Training
  • Pipeline of 2DGS Training

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Color Loss

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Depth Distortion Loss

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Normal Consistency Loss

  • i : Indexes over intersected splats along the ray

  • ni : Normal of the splat i

  • N : Normal estimated by the gradient of the depth map

Specifically, N is computed with finite differences from nearby depth points

  • i : Indexes over intersected splats along the ray

  • ni : Normal of the splat i

  • N : Normal estimated by the gradient of the depth map

Specifically, N is computed with finite differences from nearby depth points

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Train with Depth distortion / Normal consistency Loss

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Ablations - Regularization

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Comparison

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Comparison

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Comparison

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Comparison