Paper
George Shramko
Shrisudhan Govindarajan
Rudy Lam
Yizheng Xie
Daniel Rebain
David B. Lindell
Andrea Tagliasacchi
In production systems, 3D geometry is represented by primitives such as points, lines, and triangles, as rendering hardware is optimized to generate images from them very efficiently. Learning such primitives from images by volume rendering is challenging, as they are Dirac masses defined at infinitesimal locations in space. EWA splatting, Poisson reconstruction, and 3D Gaussian Splatting overcome this by convolving Dirac masses with a low-frequency kernel, a recipe that generalizes along two axes: the kernel and the primitive. As points and triangles have already received significant attention, we investigate this recipe for curvilinear primitives, and introduce Spaghetti Splatting. We approximate curves by polylines whose convolution converges to that of the continuous curve, and volume render each segment so that connected segments composite without overcounting at their joints. For fast training and inference, we linearize the camera projection per segment, which also accommodates kernels beyond Gaussians, such as Beta kernels. As a point is a curve of zero length, our representation is a strict superset of 3D Gaussian Splatting. It remains competitive with the state-of-the-art on general scenes, outperforms methods specialized to line-like geometry, natively supports anti-aliasing, and produces long connected strands that are directly amenable to physics simulation.
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