3D-HGS: 3D Half-Gaussian Splatting
Haolin Li, Jinyang Liu, Mario Sznaier, Octavia Camps
TL;DR
This work tackles discontinuities in 3D Gaussian Splatting by introducing 3D Half-Gaussian Splatting (3D-HGS), a plug-and-play kernel that splits each Gaussian into two halves with a splitting plane and distinct opacities. The authors derive a tractable rasterization and closed-form integrals for half-Gaussians, enabling real-time rendering with improved handling of sharp edges and texture boundaries. Across 11 scenes and multiple baselines, 3D-HGS and its variants achieve state-of-the-art novel view synthesis quality with minimal impact on rendering speed and memory, demonstrating broad applicability to existing 3D-GS pipelines. The approach advances practical 3D rendering by combining high-frequency content modeling with efficient, GPU-friendly rasterization, potentially benefiting NeRF-alternatives and real-time visualizations.
Abstract
Photo-realistic image rendering from 3D scene reconstruction has advanced significantly with neural rendering techniques. Among these, 3D Gaussian Splatting (3D-GS) outperforms Neural Radiance Fields (NeRFs) in quality and speed but struggles with shape and color discontinuities. We propose 3D Half-Gaussian (3D-HGS) kernels as a plug-and-play solution to address these limitations. Our experiments show that 3D-HGS enhances existing 3D-GS methods, achieving state-of-the-art rendering quality without compromising speed.
