Joanna Waczyńska*, Piotr Borycki*, Sławomir Tadeja, Jacek Tabor, Przemysław Spurek
(* indicates equal contribution)
This repository contains the official authors implementation associated with the paper "GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting". Check also project page
Abstract: * Recently, a range of neural network-based methods for image rendering have been introduced. One such widely-researched neural radiance field (NeRF) relies on a neural network to represent 3D scenes, allowing for realistic view synthesis from a small number of 2D images. However, most NeRF models are constrained by long training and inference times. In comparison, Gaussian Splatting (GS) is a novel, state-of-the-art technique for rendering points in a 3D scene by approximating their contribution to image pixels through Gaussian distributions, warranting fast training and swift, real-time rendering. A drawback of GS is the absence of a well-defined approach for its conditioning due to the necessity to condition several hundred thousand Gaussian components. To solve this, we introduce the Gaussian Mesh Splatting (GaMeS) model, which allows modification of Gaussian components in a similar way as meshes. We parameterize each Gaussian component by the vertices of the mesh face. Furthermore, our model needs mesh initialization on input or estimated mesh during training. We also define Gaussian splats solely based on their location on the mesh, allowing for automatic adjustments in position, scale, and rotation during animation. As a result, we obtain a real-time rendering of editable GS.*
Check us if you want to make a flying hotdog:
@Article{waczynska2024games,
author = {Joanna Waczyńska and Piotr Borycki and Sławomir Tadeja and Jacek Tabor and Przemysław Spurek},
title = {GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting},
year = {2024},
eprint = {2402.01459},
archivePrefix = {arXiv},
primaryClass = {cs.CV},
}
@Article{kerbl3Dgaussians,
author = {Kerbl, Bernhard and Kopanas, Georgios and Leimk{\"u}hler, Thomas and Drettakis, George},
title = {3D Gaussian Splatting for Real-Time Radiance Field Rendering},
journal = {ACM Transactions on Graphics},
number = {4},
volume = {42},
month = {July},
year = {2023},
url = {https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/}
}
Multiple animation is possible like dancing ficus:
Since, the software is based on original Gaussian Splatting repository, for details regarding requirements, we kindly direct you to check 3DGS. Here we present the most important information.
- Conda (recommended)
- CUDA-ready GPU with Compute Capability 7.0+
- CUDA toolkit 11 for PyTorch extensions (we used 11.8)
# SSH
git clone git@github.com:waczjoan/gaussian-mesh-splatting.git --recursive
or
# HTTPS
git clone https://github.com/waczjoan/gaussian-mesh-splatting.git --recursive
To install the required Python packages we used 3.7 and 3.8 python and conda v. 24.1.0
conda env create --file environment.yml
conda gaussian_splatting_mesh
Common issues:
- Are you sure you downloaded the repository with the --recursive flag?
- Please note that this process assumes that you have CUDA SDK 11 installed, not 12. if you encounter a problem please refer to 3DGS repository.
Our solution proposes several model types, which you set using the gs_type
flag.
You can run the following models in the repository:
Available models
Use it if you want to run basic gaussian splatting
GaMeS model -- gaussians align exactly on the surface of the mesh. Note, the dataset requires a mesh. Use num_splats
to set number of Gaussian per face.
Basic gaussian splicing which one scale value is epsilion, thus the resulting gaussians are flat. Model used to parameterize by the gs_points
GaMeS model.
GaMeS model -- GS allowing parameterization of the FLAME model. Note, the FLAME model is required. Download FLAME models and landmark embedings and place them inside games/flame_splatting/FLAME folder, as shown here.
GaMeS model -- different version of gs_mesh
, when more meshes are available. Gaussians align exactly on the surface of the meshes. Define them using meshes
flag.
During render there is one more model available:
GaMeS model - used to parameterize the flat Gaussian splatting model. Can not be used for training.
Additional command Line Arguments for train.py (based on 3DGS repo)
Path to the source directory containing a COLMAP or Synthetic NeRF data set.
Path where the trained model should be stored (output/<random>
by default).
Alternative subdirectory for COLMAP images (images
by default).
Add this flag to use a MipNeRF360-style training/test split for evaluation.
Specifies resolution of the loaded images before training. If provided 1, 2, 4
or 8
, uses original, 1/2, 1/4 or 1/8 resolution, respectively. For all other values, rescales the width to the given number while maintaining image aspect. If not set and input image width exceeds 1.6K pixels, inputs are automatically rescaled to this target.
Specifies where to put the source image data, cuda
by default, recommended to use cpu
if training on large/high-resolution dataset, will reduce VRAM consumption, but slightly slow down training. Thanks to HrsPythonix.
Add this flag to use white background instead of black (default), e.g., for evaluation of NeRF Synthetic dataset.
Order of spherical harmonics to be used (no larger than 3). 3
by default.
Flag to make pipeline compute forward and backward of SHs with PyTorch instead of ours.
Flag to make pipeline compute forward and backward of the 3D covariance with PyTorch instead of ours.
Enables debug mode if you experience erros. If the rasterizer fails, a dump
file is created that you may forward to us in an issue so we can take a look.
Debugging is slow. You may specify an iteration (starting from 0) after which the above debugging becomes active.
Number of total iterations to train for, 30_000
by default.
IP to start GUI server on, 127.0.0.1
by default.
Port to use for GUI server, 6009
by default.
Space-separated iterations at which the training script computes L1 and PSNR over test set, 7000 30000
by default.
Space-separated iterations at which the training script saves the Gaussian model, 7000 30000 <iterations>
by default.
Space-separated iterations at which to store a checkpoint for continuing later, saved in the model directory.
Path to a saved checkpoint to continue training from.
Flag to omit any text written to standard out pipe.
Spherical harmonics features learning rate, 0.0025
by default.
Opacity learning rate, 0.05
by default.
Scaling learning rate, 0.005
by default.
Rotation learning rate, 0.001
by default.
Number of steps (from 0) where position learning rate goes from initial
to final
. 30_000
by default.
Initial 3D position learning rate, 0.00016
by default.
Final 3D position learning rate, 0.0000016
by default.
Position learning rate multiplier (cf. Plenoxels), 0.01
by default.
Iteration where densification starts, 500
by default.
Iteration where densification stops, 15_000
by default.
Limit that decides if points should be densified based on 2D position gradient, 0.0002
by default.
How frequently to densify, 100
(every 100 iterations) by default.
How frequently to reset opacity, 3_000
by default.
Influence of SSIM on total loss from 0 to 1, 0.2
by default.
Percentage of scene extent (0--1) a point must exceed to be forcibly densified, 0.01
by default.
**## Quick start
In this section we describe general information; please find below section Tutorial
for more details, or if you are here first time :)
- Download dataset and put it in
data
directory.
- We use the
NeRF Synthetic
; dataset available under the link, more precisely here and meshesblend_files
here - For
gs_flame
we used dataset available under the link, more precisely here The MipNeRF360
scenes are hosted by the paper authors under the link.
- What scenario do you want check? To train a model in general use:
train.py --eval -s <path to data> -m <path to output> --gs_type <model_type> # use -w, if you want white background
- if you don't have mesh (or you don't want use it):
train.py --eval -s /data/hotdog -m output/hotdog_flat --gs_type gs_flat -w
- if you have mesh (in data/hotdog you should have
mesh.obj
file):
train.py --eval -s /data/hotdog -m output/hotdog_gs_mesh --gs_type gs_mesh -w
- for FLAME initiation mesh::
train.py --eval -s /data/<id_face> -m output/<id_face> --gs_type gs_flame -w
To eval a model in general use:
python scripts/render.py -m <path to output> --gs_type <model_type> # Generate renderings
python metrics.py -m <path to output> --gs_type <model_type> # Compute error metrics on renderings
Tip: If you have trouble with imports running scrips/render.py
You should remember
export PYTHONPATH=/path/to/a/project
- if you don't have mesh (or you don't want use it):
scripts/render.py -m output/hotdog_flat --gs_type gs_flat
or
scripts/render.py -m output/hotdog_flat --gs_type gs_points
then to calculate metrics:
python metrics.py -m <path to output> --gs_type <model_type> # Compute error metrics on renderings
- if you don't have mesh (or you don't want use it), and in fact you use pseudo-mesh:
scripts/render_points_time_animated.py -m output/hotdog_flat --skip_train
In this section we describe more details, and make step by step how to run GaMeS.
- Go to nerf_synthetic, download
hotdog
dataset and put it in todata
directory. For example:
<gaussian-mesh-splatting>
|---data
| |---<hotdog>
| |---<ship>
| |---...
|---train.py
|---metrics.py
|---...
- Go to blend_files and download blender files.
- Open blender app; you need download it (https://www.blender.org/); open
hotdog.blend
. And save hotdog mesh: File -> Export -> Wavefront (.obj). Filemesh.obj
has to be in the same dir as dataset:
<gaussian-mesh-splatting>
|---data
| |---<hotdog>
| | |---transforms_train.json
| | |---mesh.obj
|---train.py
|---metrics.py
|---...
- Train model:
Using
rtx2070
it should take less than 15 minutes.
train.py --eval -s /data/hotdog -m output/hotdog_gs_mesh --gs_type gs_mesh
Tip: In default, 2 Gaussians per face in mesh is used, to change it use num_splats
. In fact, we highly recommend do it (in paper we used 5 or 10, check appendix), since it improves results, but training will take a bit longer, and in this tutorial, we would like it make it as easy it will be possible.
train.py --eval -s /data/hotdog -m output/hotdog_gs_mesh --gs_type gs_mesh --num_splats 5 -w
Tip2: If you would like to, you can manually subdivide bigger faces in blender app.
In output/hotdog_gs_mesh
you should find:
<gaussian-mesh-splatting>
|---data
| |---<hotdog>
| | |---transforms_train.json
| | |---mesh.obj
| | |---...
|---output
| |---<hotdog_gs_mesh>
| | |---point_cloud
| | |---xyz
| | |---cfg_args
| | |---...
|---train.py
|---metrics.py
|---...
During training you should get information:
Found transforms_train.json file, assuming Blender_Mesh data set!
- Evaluation:
Firstly let's check if our model correctly render files in init position. It should take less than 30 sec.
Tip: If you have trouble with imports running scrips/render.py
You should remember
export PYTHONPATH=/path/to/a/project
In this scenario let's run:
scripts/render.py -m output/hotdog_gs_mesh --gs_type gs_mesh
Use --skip_train
, if you would like to skip train dataset in render.
Then, let's calculate metrics (it takes around 3 minutes):
python metrics.py -m output/hotdog_gs_mesh --gs_type gs_mesh
In output/hotdog_gs_mesh
you should find:
<gaussian-mesh-splatting>
|---output
| |---<hotdog_gs_mesh>
| | |---point_cloud
| | |---cfg_args
| | |---test
| | |---<ours_iter>
| | | |---renders_gs_mesh
| | |---results_gs_mesh.json
| | |---...
|---metrics.py
|---...
In fact since it is just init position, you can use gs
flag to render, and gets the same results.
- Flying Hotdog:
Simply run:
scripts/render_time_animated.py -m output/hotdog_gs_mesh # --skip_train
Please find renders in time_animated
directory:
<gaussian-mesh-splatting>
|---output
| |---<hotdog_gs_mesh>
| | |---point_cloud
| | |---cfg_args
| | |---test
| | |---<ours_iter>
| | | |---renders_gs_mesh
| | | |---time_animated
| | |---...
|---metrics.py
|---...
If you want more transformation, we recommend you check scripts/render_time_animated.py
file. Transformation transform_hotdog_fly
is default, but there is a few more. You can also create your own modification.
7. Own modification* (for blender users):
You can prepare your own more realistic transformation, for example an excavator lifting a shovel or spreading ficus branches, and save created mesh for example as ficus_animate.obj
.
Then you can use render_from_mesh_to_mesh.py
file.
- Go to NeRFlame, more precisely here
and download
face_f1036_A
dataset and put it in todata
directory. For example:
<gaussian-mesh-splatting>
|---data
| |---<face_f1036_A>
| |---...
|---train.py
|---metrics.py
|---...
Here you don't need mesh.obj
. But... we use initial FLAME model. Hence:
Download FLAME model from official website. You need to sign up and agree to the model license for access to the model. Copy the downloaded models and put it in games\flame_splatting\FLAME\model
folder (for more details see games\flame_splatting\FLAME\config.py
file).
- Train Flame Gaussian Splatting.
Train models with gs_flame
flag. It should take around 50 minutes (using rtx2070).
train.py --eval -s data/face_f1036_A -m output/face_f1036_A --gs_type gs_flame -w
In output/face_f1036_A
you should find:
<gaussian-mesh-splatting>
|---data
| |---<face_f1036_A>
| | |---transforms_train.json
| | |---...
|---output
| |---<face_f1036_A>
| | |---point_cloud
| | |---xyz
| | |---cfg_args
| | |---...
|---train.py
|---metrics.py
|---...
During training you should get information: "Found transforms_train.json file, assuming Flame Blender data set!"
- Evaluation:
Firstly let's check you we can render original Gaussian Splatting (since we save scaling, ration etc you can use gs
flag):
scripts/render.py -m output/face_f1036_A --gs_type gs
Use --skip_train
, if you would like to skip train dataset in render. You should see "assuming Blender data set" information.
Then, let's calculate metrics (it takes around 2 minutes):
python metrics.py -m output/face_f1036_A --gs_type gs
In output/face_f1036_A
you should find:
<gaussian-mesh-splatting>
|---output
| |---<face_f1036_A>
| | |---point_cloud
| | |---cfg_args
| | |---test
| | |---<ours_iter>
| | | |---renders_gs
| | |---results_gs.json
| | |---...
|---metrics.py
|---...
Since we would like to use parametrized Flame Gaussians Splatting let's check renders after parametrization, use gs_flame
flag:
scripts/render_flame.py -m output/face_f1036_A #--skip_train
Please note, you will see "assuming Flame Blender data set" information.
In output/face_f1036_A
you should find:
<gaussian-mesh-splatting>
|---output
| |---<face_f1036_A>
| | |---point_cloud
| | |---cfg_args
| | |---test
| | |---<ours_iter>
| | | |---renders_gs_flame
| | |---...
|---metrics.py
|---...
Renders renders_gs_flame
and renders_gs
should correspond to each other, that is, give the same results (except numerical differences).
- Modification:
If you would like to change expression or position or any FLAME parameter please check
render_set_animated
function inscripts\redner_flame.py
-- you should manage how to animate! :))
For render use animated
flag:
scripts/render_flame.py -m output/face_f1036_A --animated #--skip_train
In output/face_f1036_A
you should find:
<gaussian-mesh-splatting>
|---output
| |---<face_f1036_A>
| | |---point_cloud
| | |---cfg_args
| | |---test
| | |---<ours_iter>
| | | |---flame_animated
| | |---...
|---metrics.py
|---...
- Go to nerf_synthetic, download
hotdog
dataset and put it in todata
directory. For example:
<gaussian-mesh-splatting>
|---data
| |---<hotdog>
| |---<ship>
| |---...
|---train.py
|---metrics.py
|---...
Here you don't need mesh.obj
. If you already download it, it is okey, it can be in directory, it will be just not used.
- Train Flat Gaussian Splatting.
First step is train simple flat Gaussian Splatting, use gs_flat
flag. It should take around 10 minutes (using rtx2070).
train.py --eval -s /data/hotdog -m output/hotdog_gs_flat --gs_type gs_flat -w
In output/hotdog_flat
you should find:
<gaussian-mesh-splatting>
|---data
| |---<hotdog>
| | |---transforms_train.json
| | |---mesh.obj
| | |---...
|---output
| |---<hotdog_gs_flat>
| | |---point_cloud
| | |---xyz
| | |---cfg_args
| | |---...
|---train.py
|---metrics.py
|---...
During training you should get information:
Found transforms_train.json file, assuming Blender data set!
- Evaluation:
Firstly let's check you we can render Flat Gaussian Splatting:
scripts/render.py -m output/hotdog_gs_flat --gs_type gs_flat
Use --skip_train
, if you would like to skip train dataset in render.
Then, let's calculate metrics (it takes around 3 minutes):
python metrics.py -m output/hotdog_gs_flat --gs_type gs_flat
In output/hotdog_gs_flat
you should find:
<gaussian-mesh-splatting>
|---output
| |---<hotdog_gs_mesh>
| | |---point_cloud
| | |---cfg_args
| | |---test
| | |---<ours_iter>
| | | |---renders_gs_flat
| | |---results_gs_flat.json
| | |---...
|---metrics.py
|---...
Since we would like to use parametrized Gaussians Splatting let's check renders after parametrization, use gs_points
flag:
scripts/render.py -m output/hotdog_gs_flat --gs_type gs_points #--skip_train
Then, let's calculate metrics (it takes around 3 minutes):
python metrics.py -m output/hotdog_gs_flat --gs_type gs_points
In output/hotdog_gs_flat
you should find:
<gaussian-mesh-splatting>
|---output
| |---<hotdog_gs_mesh>
| | |---point_cloud
| | |---cfg_args
| | |---test
| | |---<ours_iter>
| | | |---renders_gs_flat
| | | |---renders_gs_points
| | |---results_gs_flat.json
| | |---results_gs_points.json
| | |---...
|---metrics.py
|---...
Please note, results_gs_flat
and results_gs_points
are differ slightly, this is due to numerical calculations.
- Modification / Wavy hotdog:
Simply run:
scripts/render_points_time_animated.py -m output/hotdog_flat # --skip_train
Please find renders in time_animated
directory:
<gaussian-mesh-splatting>
|---output
| |---<hotdog_gs_mesh>
| | |---point_cloud
| | |---cfg_args
| | |---test
| | |---<ours_iter>
| | | |---renders_gs_flat
| | | |---renders_gs_points
| | | |---time_animated_gs_points
| | |---...
|---metrics.py
|---...
For saving Triangle Soup please use:
scripts/save_pseudomesh.py --model_path output_path
You can modify pseudomesh /triangle soup directly. Use blender to create new modification, save it as .obj file in new_object_path
However, some prefer to use mesh for editing. We suggest creating a dummy mesh using Alpha shapes. However, there are many methods to create meshes. The mesh allows editing, so that parameterized gausses using triangles “track” the nearest face from the mesh.
scripts/create_dummy_mesh.py --pseudomesh_path {output_path}/pseudomesh_info/ours_30000/triangles.pt --alpha alpha
Please review the alpha hyperparameter. For instance, we found that using alpha=0.003
worked well for ficus
, whereas alpha=0.01
produced better results for hotdog
Use blender to create new dummy_mesh
modification. Save it as .obj file in edited_mesh_path
We now need to create a new pseudo-mesh/triangle soup that will be created using the modified mesh. so we can treat the resulting dummy mesh as a mesh modifier
python scripts/edit_pseudomesh_based_on_estimated_mesh.py
--triangle_soup_path {output_path}/pseudomesh_info/ours_30000/scale_{scale}.obj
--scale 2
--mesh_path {output_path}/pseudomesh_info/ours_30000/mesh_alpha_{alpha}.obj # dummy mesh path
--edited_mesh_path {edited_mesh_path}
--save_dir {output_path}/pseudomesh_info/ours_30000/
Object new pseudo-mesh/triangle
will be saved {save_dir}/scale_{scale}_edited.obj
(new_object_path
).
Then you can create render from created object (.obj file):
scripts/render_from_object.py -m output_path --object_path new_object_path
You will need to install a few dependencies before running the project setup.
# Dependencies
sudo apt install -y libglew-dev libassimp-dev libboost-all-dev libgtk-3-dev libopencv-dev libglfw3-dev libavdevice-dev libavcodec-dev libeigen3-dev libxxf86vm-dev libembree-dev
# Project setup
cd SIBR_viewers
cmake -Bbuild . -DCMAKE_BUILD_TYPE=Release # add -G Ninja to build faster
cmake --build build -j24 --target install
Common problem: