We propose Gaussian Frosting, a novel mesh-based representation for high-quality rendering and editing of complex 3D effects in real-time. Our approach builds on the recent 3D Gaussian Splatting framework, which optimizes a set of 3D Gaussians to approximate a radiance field from images. We propose first extracting a base mesh from Gaussians during optimization, then building and refining an adaptive layer of Gaussians with a variable thickness around the mesh to better capture the fine details and volumetric effects near the surface, such as hair or grass. We call this layer Gaussian Frosting, as it resembles a coating of frosting on a cake. The fuzzier the material, the thicker the frosting. We also introduce a parameterization of the Gaussians to enforce them to stay inside the frosting layer and automatically adjust their parameters when deforming, rescaling, editing or animating the mesh. Our representation allows for efficient rendering using Gaussian splatting, as well as editing and animation by modifying the base mesh. We demonstrate the effectiveness of our method on various synthetic and real scenes, and show that it outperforms existing surface-based approaches. We will release our code and a web-based viewer as additional contributions.
我们提出了高斯霜化,这是一种新颖的基于网格的表示法,用于实时高质量渲染和编辑复杂的3D效果。我们的方法基于最近的3D高斯喷溅框架,该框架优化了一组3D高斯以从图像中近似辐射场。我们提出首先在优化过程中从高斯中提取一个基础网格,然后在网格周围构建并细化一个具有可变厚度的自适应高斯层,以更好地捕捉表面附近的细节和体积效果,如头发或草。我们称这层为高斯霜化,因为它类似于蛋糕上的一层霜。材料越模糊,霜化层越厚。我们还引入了高斯的参数化,以强制它们保持在霜化层内,并在变形、重新缩放、编辑或动画化网格时自动调整它们的参数。我们的表示法允许使用高斯喷溅进行高效渲染,以及通过修改基础网格进行编辑和动画制作。我们在各种合成和真实场景上演示了我们方法的有效性,并展示了它超越了现有的基于表面的方法。我们将发布我们的代码和一个基于网络的查看器作为额外的贡献。