3D Gabor Splatting: Reconstruction of High-frequency Surface Texture using Gabor Noise
Haato Watanabe, Kenji Tojo, Nobuyuki Umetani
TL;DR
Addresses the challenge of reconstructing high-frequency surface texture with differentiable 3D radiance representations derived from Gaussian splatting. Proposes 3D Gabor splatting where each primitive uses a kernel composed of $N=4$ wave functions with learnable frequencies $f_i$ and fixed uniformly sampled orientations, enabling richer spatial textures without a heavy increase in primitive count. The color is blended by $\mathbf{c}(u,v)=\sum_{i=0}^{N-1} w_i\left(\mathbf{c}_A\frac{1+\cos\theta_i}{2}+\mathbf{c}_B\frac{1-\cos\theta_i}{2}\right)$ with $\theta_i(u,v)=2\pi f_i\left(\cos\frac{i\pi}{N},\sin\frac{i\pi}{N}\right)(u,v)^T+\phi_i$, and optimization runs for $30{,}000$ iterations initializing kernel centers from Structure-from-Motion. Empirical results on four garment datasets show improved SSIM, PSNR, and LPIPS relative to $2$DGS, with faster convergence and rendering speeds competitive with real-time rates. The work demonstrates practical improvements for high-frequency texture reconstruction in view-synthesis pipelines and outlines future directions, including view-dependent color with spherical harmonics and CUDA-based acceleration.
Abstract
3D Gaussian splatting has experienced explosive popularity in the past few years in the field of novel view synthesis. The lightweight and differentiable representation of the radiance field using the Gaussian enables rapid and high-quality reconstruction and fast rendering. However, reconstructing objects with high-frequency surface textures (e.g., fine stripes) requires many skinny Gaussian kernels because each Gaussian represents only one color if viewed from one direction. Thus, reconstructing the stripes pattern, for example, requires Gaussians for at least the number of stripes. We present 3D Gabor splatting, which augments the Gaussian kernel to represent spatially high-frequency signals using Gabor noise. The Gabor kernel is a combination of a Gaussian term and spatially fluctuating wave functions, making it suitable for representing spatial high-frequency texture. We demonstrate that our 3D Gabor splatting can reconstruct various high-frequency textures on the objects.
