Reparametrizing 3D Gaussian Splatting for Real-Time Palette-based Color and Luminance Editing

📅 2026-09-03
📈 Citations: 0
Influential: 0
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🤖 AI Summary
该研究通过重新参数化3D高斯点绘的球谐函数,实现了基于调色板的颜色和亮度实时编辑,解决了精确控制颜色和光亮度的问题。
📝 Abstract
Professional color editing requires precise control over both color (hue and saturation) and lightness, ideally through separate, independent controls. We present a real-time interactive color editing framework for 3D Gaussian Splatting that supports palette-based recoloring, per-palette tone curves for color-aware luminance adjustment, and pixel-level color constraints. Rather than training a new representation from scratch, we reparameterize the spherical harmonics of a pretrained vanilla 3DGS to encode view-dependent palette weights. We simultaneously solve for weights and palette colors via a loss based on image-space sparsity. Luminance editing is realized as a per-pixel weight shift along the achromatic axis, which we show is equivalent to a per-pixel palette-aware luminance edit. This view-space formulation addresses a core limitation of prior primitive-space methods, where alpha-blending breaks per-Gaussian sparsity and causes edits to bleed into unintended regions. Our edits run in tens of milliseconds via an iteratively reweighted least squares and damped block-coordinate descent that couples tone curves and palette shifts under view-space sparsity. Our representation can be efficiently baked back into a vanilla 3DGS, preserving compatibility with standard viewers. We demonstrate sparser, more localized edits than prior palette-based 3DGS methods, while enabling independent luminance control per palette color and view-consistent pixel-level constraints, capabilities previously unavailable for 3DGS.
Problem

Research questions and friction points this paper is trying to address.

Color Editing
Luminance Control
3D Gaussian Splatting
Palette-based Recoloring
View-Dependent
Innovation

Methods, ideas, or system contributions that make the work stand out.

Reparameterization
Palette-based Recoloring
View-dependent Weights
Luminance Editing
Sparse Representation
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