CoGS: Controllable Gaussian Splatting
Heng Yu, Joel Julin, Zoltán Ádám Milacski, Koichiro Niinuma, László A. Jeni
Abstract
Capturing and re-animating the 3D structure of artic-ulated objects present significant barriers. On one hand, methods requiring extensively calibrated multi-view setups are prohibitively complex and resource-intensive, limiting their practical applicability. On the other hand, while single-camera Neural Radiance Fields (NeRFs) offer a more streamlined approach, they have excessive training and rendering costs. 3D Gaussian Splatting would be a suitable alternative but for two reasons. Firstly, existing methods for 3D dynamic Gaussians require synchronized multi- view cameras, and secondly, the lack of controllability in dynamic scenarios. We present CoGS, a methodfor Controllable Gaussian Splatting, that enables the direct ma-nipulation of scene elements, offering real-time control of dynamic scenes without the prerequisite of pre-computing control signals. We evaluated CoGS using both synthetic and real-world datasets that include dynamic objects that differ in degree of difficulty. In our evaluations, CoGS con-sistently outperformed existing dynamic and controllable neural representations in terms of visual fidelity.
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