🤖 AI Summary
3D Gaussian Splatting (3DGS) is limited by low-order spherical harmonics (SH), struggling to represent high-frequency color details and view-dependent effects—e.g., specular highlights—while existing texture-enhancement approaches suffer from either poor generalization (global textures) or excessive storage overhead (per-Gaussian textures). This paper proposes an image-space residual modeling framework: leveraging the 3D Gaussian point cloud as geometric prior, it learns pixel-wise color residuals from local neighborhoods in high-resolution source images and fuses them into the SH-based base color for novel-view synthesis. Crucially, this avoids explicit texture storage, preserving 3DGS’s memory efficiency while significantly improving color fidelity, surface-geometry alignment, and reconstruction of view-dependent details—including specular highlights. On standard novel-view synthesis (NVS) benchmarks, our method consistently outperforms state-of-the-art Gaussian-based approaches, especially in high-frequency structural details and reflective appearance.
📝 Abstract
3D Gaussian Splatting (3DGS) has recently emerged as a fast, high-quality method for novel view synthesis (NVS). However, its use of low-degree spherical harmonics limits its ability to capture spatially varying color and view-dependent effects such as specular highlights. Existing works augment Gaussians with either a global texture map, which struggles with complex scenes, or per-Gaussian texture maps, which introduces high storage overhead. We propose Image-Based Gaussian Splatting, an efficient alternative that leverages high-resolution source images for fine details and view-specific color modeling. Specifically, we model each pixel color as a combination of a base color from standard 3DGS rendering and a learned residual inferred from neighboring training images. This promotes accurate surface alignment and enables rendering images of high-frequency details and accurate view-dependent effects. Experiments on standard NVS benchmarks show that our method significantly outperforms prior Gaussian Splatting approaches in rendering quality, without increasing the storage footprint.