ReCoGS: Real-time ReColoring for Gaussian Splatting scenes
Lorenzo Rutayisire, Nicola Capodieci, Fabio Pellacini
TL;DR
This work tackles the challenge of editing Gaussian Splatting scenes, specifically recoloring, by enabling pixel-level 2D selections that are unprojected to 3D, depth-estimated, and re-projected into training views for background optimization.The method, ReCoGS, combines a 2D-to-3D selection pipeline with depth estimation via PCVNet and selective updating of spherical harmonics coefficients to achieve real-time recoloring while preserving geometry.Key contributions include a novel interactive editor, a depth-aware unprojection approach, and a background optimization loop that recolors in the edited regions without full re-training of the geometry, demonstrated on consumer hardware.The approach offers a practical, diffusion-free alternative for in-place editing of 3D scenes, enabling fine-grained recolor operations with interactive performance and accessible code.
Abstract
Gaussian Splatting has emerged as a leading method for novel view synthesis, offering superior training efficiency and real-time inference compared to NeRF approaches, while still delivering high-quality reconstructions. Beyond view synthesis, this 3D representation has also been explored for editing tasks. Many existing methods leverage 2D diffusion models to generate multi-view datasets for training, but they often suffer from limitations such as view inconsistencies, lack of fine-grained control, and high computational demand. In this work, we focus specifically on the editing task of recoloring. We introduce a user-friendly pipeline that enables precise selection and recoloring of regions within a pre-trained Gaussian Splatting scene. To demonstrate the real-time performance of our method, we also present an interactive tool that allows users to experiment with the pipeline in practice. Code is available at https://github.com/loryruta/recogs.
