GSWT: Gaussian Splatting Wang Tiles

2025/12/03 23:40

GSWT: Gaussian Splatting Wang Tiles

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要約

本文

1The Hong Kong University of Science and Technology, Hong Kong SAR, China 2Eyeline Labs, USA

        Abstract
        
            3D Gaussian Splatting (3DGS) has shown strong capability in reconstructing and rendering photorealistic
            3D scenes with high efficiency.
            However, extending 3DGS to synthesize large-scale or infinite terrains from a single captured
            exemplar—remains an open challenge.
            In this paper, we propose a tile-based framework that addresses this problem. Our method builds on Wang
            Tiles, where each tile encodes a local field of Gaussians with boundary constraints to ensure seamless
            transitions. This enables stochastic yet continuous tiling of Gaussian fields over arbitrary surfaces,
            allowing for procedural generation of expansive terrains with high spatial diversity. Furthermore, we
            introduce several rendering optimizations tailored to the unique characteristics of 3DGS Wang tiles,
            achieving real-time rendering of large-scale 3DGS terrains.
          
      



        Pipeline
        
          
          
            Given multi-view images of an exemplar scene, our goal is to construct Gaussian Splatting Wang Tiles
            (GSWT) that can be tiled on arbitrary surfaces and rendered in real time with our novel GSWT
            renderer.
            An overview of the entire pipeline is illustrated below. We begin by
            reconstructing the 3DGS exemplar at multiple LODs. For each level, we generate a set of Wang Tiles by
            sampling the edge and center patches and applying a semantic-aware graph cut algorithm. Prior to
            rendering, we pre-sort each tile for efficient sort-free splatting, and during runtime, we perform
            tiling on the fly, allowing efficient GSWT-based terrain synthesis and rendering.
          
          
            (a) Given the input images, we construct the exemplar multiple times with different Level of Detail
            (LOD). 
            (b) We construct the tile set and preprocess it before rendering. 
            (c) The surface is tiled at run-time on the worker thread, while the main thread renders each frame.
            
          
        
      





    
    @inproceedings{Zeng:2025:gswt,

author = {Zeng, Yunfan and Ma, Li and Sander, Pedro V.}, title = {GSWT: Gaussian Splatting Wang Tiles}, year = {2025}, publisher = {Association for Computing Machinery}, booktitle = {SIGGRAPH Asia 2025 Conference Papers}, location = {Hong Kong, China}, series = {SA '25} }

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