2DGH: 2D Gaussian-Hermite Splatting for High-quality Rendering and Better Geometry Reconstruction
Ruihan Yu, Tianyu Huang, Jingwang Ling, Feng Xu
TL;DR
This work addresses the limited expressiveness of 2D Gaussian Splatting for high-quality rendering and precise geometry by introducing Gaussian-Hermite Splatting (2DGH). By embedding Hermite polynomials into the Gaussian kernel and adding a Gaussian-like activation, 2DGH achieves stronger anisotropy and sharper boundaries, enabling better handling of fine geometric details and discontinuities. The method demonstrates state-of-the-art performance in novel-view synthesis and competitive geometry reconstruction across multiple datasets, at the cost of increased parameter count which can be mitigated by adjusting the Hermite rank or primitive count. Overall, 2DGH advances the representational power of splatting primitives and offers a flexible framework for future exploration of alternative basis functions and integration with additional cues such as normals.
Abstract
2D Gaussian Splatting has recently emerged as a significant method in 3D reconstruction, enabling novel view synthesis and geometry reconstruction simultaneously. While the well-known Gaussian kernel is broadly used, its lack of anisotropy and deformation ability leads to dim and vague edges at object silhouettes, limiting the reconstruction quality of current Gaussian splatting methods. To enhance the representation power, we draw inspiration from quantum physics and propose to use the Gaussian-Hermite kernel as the new primitive in Gaussian splatting. The new kernel takes a unified mathematical form and extends the Gaussian function, which serves as the zero-rank term in the updated formulation. Our experiments demonstrate the extraordinary performance of Gaussian-Hermite kernel in both geometry reconstruction and novel-view synthesis tasks. The proposed kernel outperforms traditional Gaussian Splatting kernels, showcasing its potential for high-quality 3D reconstruction and rendering.
