HDGS: Textured 2D Gaussian Splatting for Enhanced Scene Rendering
Yunzhou Song, Heguang Lin, Jiahui Lei, Lingjie Liu, Kostas Daniilidis
TL;DR
HDGS tackles the limitations of 2D Gaussian Splatting in rendering from arbitrary viewpoints by introducing per-surfel texture maps, per-ray sorting, and Fisher pruning to disentangle appearance from geometry and maintain efficiency. It also introduces frustum-based sampling to mitigate aliasing in high-frequency appearances across resolutions. The method demonstrates state-of-the-art rendering quality on standard benchmarks and a texture-rich dataset, showing improved detail preservation and anti-aliasing while maintaining geometric fidelity. Limitations include higher computational cost due to per-ray sorting and texture indexing, suggesting room for optimization for real-time deployment.
Abstract
Recent advancements in neural rendering, particularly 2D Gaussian Splatting (2DGS), have shown promising results for jointly reconstructing fine appearance and geometry by leveraging 2D Gaussian surfels. However, current methods face significant challenges when rendering at arbitrary viewpoints, such as anti-aliasing for down-sampled rendering, and texture detail preservation for high-resolution rendering. We proposed a novel method to align the 2D surfels with texture maps and augment it with per-ray depth sorting and fisher-based pruning for rendering consistency and efficiency. With correct order, per-surfel texture maps significantly improve the capabilities to capture fine details. Additionally, to render high-fidelity details in varying viewpoints, we designed a frustum-based sampling method to mitigate the aliasing artifacts. Experimental results on benchmarks and our custom texture-rich dataset demonstrate that our method surpasses existing techniques, particularly in detail preservation and anti-aliasing.
