arXiv:2504.11003cs.GR
3D Gabor Splatting: Reconstruction of High-frequency Surface Texture using Gabor Noise
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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.
Normal aligned 3DGS was already proposed earlier[1]. This seems more like an iteration on getting performance improvement by moving from the theoretical principle closer to what the hardware is already doing well and finding a sweet spot of brute amount of features, fast…
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