Research map / Point clouds / Point cloud classification
Sparse Point Cloud Patches Rendering via Splitting 2D Gaussians
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Predicts 2D Gaussians directly from point clouds with normal-based initialization, splitting decoders, and an entire-patch architecture, enabling sparse-point and cross-category photo-realistic point cloud rendering without image refinement.
Problem
Photo-realistic rendering of sparse point clouds without per-scene training, while generalizing across categories and point densities; prior learning-based methods depend on categorical priors, dense points, or image refinement.
Approach
Predict 2D Gaussians (with normals initialized from estimated point normals) from point clouds; split each point into K Gaussians via splitting decoders to densify sparse inputs; train on point-cloud patches using an entire-cloud module that supplies background Gaussians so rendered supervision is complete.
Key results
- Achieves average improvements of 2.60% PSNR, 1.05% SSIM and 6.06% LPIPS over baselines across datasets (e.g., Car PSNR 28.73 at 100K vs. PFGS 27.34).
- Renders at 142.86 FPS on RTX 3090, versus 37.45 for NPBG++, 3.80 for PFGS and 1.62 for TriVol.
- Using only 20K points, the method still beats baselines on chairs, tables and shoes; ablation without initialization drops PSNR from 27.88 to 9.62.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use the proposed 2D Gaussian point-cloud rendering method instead of PFGS | Point-cloud rendering · Car (ShapeNet) | PSNR: 27.34 -> 28.73 | Helped |
| Use the proposed 2D Gaussian point-cloud rendering method instead of TriVol | Point-cloud rendering · Chair (ShapeNet) | PSNR: 28.85 -> 29.10 | Helped |
| Use the proposed 2D Gaussian point-cloud rendering method instead of TriVol | Point-cloud rendering · Shoe (GSO) | PSNR: 31.24 -> 32.08 | Helped |
| Use the proposed 2D Gaussian point-cloud rendering method instead of PFGS | Point-cloud rendering · ScanNet | LPIPS: 0.452 -> 0.490 | Hurt |
| Add point-cloud-informed Gaussian initialization (ablation) | 2D Gaussian prediction module · Car (ShapeNet) | PSNR: 9.62 -> 27.88 | Helped |
| Add entire-cloud module Ne alongside the patch module (ablation) | Entire-patch architecture · Car (ShapeNet) | PSNR: 12.94 -> 27.88 | Helped |
| Add entire-cloud module Ne rather than using Np only (ablation) | Entire-patch architecture · Car (ShapeNet) | PSNR: 23.23 -> 27.88 | Helped |
| Increase the Gaussian split number K (ablation) | Splitting decoder · Car (ShapeNet) | PSNR | Helped |
Surprising findings
- Trained only on the Car category, the model generalizes to DTU at 16.7 PSNR, where PFGS trained on Car with 20K points reaches only 8.07 PSNR.
Limitations
- Cannot render a complete image when part of the point cloud is absent.
- Not yet tested on noisy point clouds scanned in the wild or outdoor scenes.
Experimental setup
Datasets: ShapeNet GSO ScanNet DTU THuman2.0
Benchmarks: ScanNet ShapeNet Car ShapeNet Chair GSO Shoe THuman2.0 DTU
Metrics: PSNR SSIM LPIPS FPS
Baselines: NPBG++ TriVol PFGS Traditional graphics rendering
Builds on: 2D Gaussian Splatting PointMLP PFGS TriVol
Closest papers by meaning
- GaussianPainter: Painting Point Cloud into 3D Gaussians with Normal Guidance (AAAI 2025 · similarity 0.90)
- UniPre3D: Unified Pre-training of 3D Point Cloud Models with Cross-Modal Gaussian Splatting (CVPR 2025 · similarity 0.89)
- ComPC: Completing a 3D Point Cloud with 2D Diffusion Priors (ICLR 2025 · similarity 0.89)
- COLMAP-Free 3D Gaussian Splatting (CVPR 2024 · similarity 0.88)
- LeanGaussian: Breaking Pixel or Point Cloud Correspondence in Modeling 3D Gaussians (CVPR 2025 · similarity 0.88)
- Compact 3D Gaussian Representation for Radiance Field (CVPR 2024 · similarity 0.87)
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