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This research addresses a fundamental limitation in 3D Gaussian Splatting by demonstrating that its default configuration inherently struggles to simultaneously represent texture and geometry. The authors propose a straightforward solution involving an additional geometry opacity parameter and a transparency-curated optimization pipeline, which significantly improves rendering fidelity, particularly for complex scenes with transparent objects. For practitioners in 3D graphics and vision, this work offers a practical method to decouple appearance from geometry without compromising the established efficiency of Gaussian Splatting.
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What this isA model's reading of the article and related coverage, written for aiqbench. Not the publisher's words.

Geometry Gaussians: Decoupling Appearance and Geometry in Gaussian Splatting

arXiv2 min read

arXiv:2606.05124v1 Announce Type: cross Abstract: After the success of 3D Gaussian Splatting (3DGS) for novel view synthesis, many works have explored how to also use it for geometric surface representation. However, extracting accurate geometric information directly from 3DGS remains challenging and can often reduce the appearance rendering quality. In this work, we show that 3DGS in its default form is inheritedly unsuited to represent texture and geometry at the same time, by training with complete ground-truth texture and geometry information. We also propose a simple solution by applying a single additional geometry opacity parameter to each splat, together with an optional transparency-curated optimization pipeline. Our experiments, both with ground-truth and vision foundation model geometric input, show that this change leads to improved rendering and geometry performance on a wide variety of dataset, and especially complex scenes with transparent objects benefit significantly from our method.

Abstract:After the success of 3D Gaussian Splatting (3DGS) for novel view synthesis, many works have explored how to also use it for geometric surface representation. However, extracting accurate geometric information directly from 3DGS remains challenging and can often reduce the appearance rendering quality. In this work, we show that 3DGS in its default form is inheritedly unsuited to represent texture and geometry at the same time, by training with complete ground-truth texture and geometry information. We also propose a simple solution by applying a single additional geometry opacity parameter to each splat, together with an optional transparency-curated optimization pipeline. Our experiments, both with ground-truth and vision foundation model geometric input, show that this change leads to improved rendering and geometry performance on a wide variety of dataset, and especially complex scenes with transparent objects benefit significantly from our method.

Graphics (cs.GR); Computer Vision and Pattern Recognition (cs.CV); Machine Learning (cs.LG)

arXiv:2606.05124 [cs.GR]

(or arXiv:2606.05124v1 [cs.GR] for this version)

https://doi.org/10.48550/arXiv.2606.05124 Focus to learn more arXiv-issued DOI via DataCite (pending registration)

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Full text under the publisher's open licence · 241 words

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