Contour Information Aware 2D Gaussian Splatting for Image Representation
Masaya Takabe, Hiroshi Watanabe, Sujun Hong, Tomohiro Ikai, Zheming Fan, Ryo Ishimoto, Kakeru Sugimoto, Ruri Imichi
TL;DR
The authors tackle edge degradation in heavily compressed 2D Gaussian Splatting by introducing contour information-aware segmentation priors. They constrain Gaussian contributions to segmentation regions, employ a warm-up training strategy, and remove pixel clamping to enable richer colors while preserving sharp boundaries. Across synthetic color charts and the DAVIS dataset, their method yields higher edge-focused reconstruction quality and maintains fast rendering with low memory usage, particularly under few-Gaussian regimes. The approach integrates seamlessly with existing 2DGS rasterizers and demonstrates strong practical potential for efficient image representation and editing.
Abstract
Image representation is a fundamental task in computer vision. Recently, Gaussian Splatting has emerged as an efficient representation framework, and its extension to 2D image representation enables lightweight, yet expressive modeling of visual content. While recent 2D Gaussian Splatting (2DGS) approaches provide compact storage and real-time decoding, they often produce blurry or indistinct boundaries when the number of Gaussians is small due to the lack of contour awareness. In this work, we propose a Contour Information-Aware 2D Gaussian Splatting framework that incorporates object segmentation priors into Gaussian-based image representation. By constraining each Gaussian to a specific segmentation region during rasterization, our method prevents cross-boundary blending and preserves edge structures under high compression. We also introduce a warm-up scheme to stabilize training and improve convergence. Experiments on synthetic color charts and the DAVIS dataset demonstrate that our approach achieves higher reconstruction quality around object edges compared to existing 2DGS methods. The improvement is particularly evident in scenarios with very few Gaussians, while our method still maintains fast rendering and low memory usage.
