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Pratik Singh Bisht

Publications and source records attributed to Pratik Singh Bisht.

3 recordsLinked to original sources

NRF-GS: Neural Residual Fields for Expressive and Compact Gaussian Splatting

We revisit the role of appearance modeling in 3D Gaussian Splatting (3DGS) and show that limited expressiveness in view-dependent reflectance is a key driver of representation redundancy. In standard 3DGS, low-order spherical harmonics (SH) are used, restricting the splats' ability to model high-frequency directional effects, which is typically compensated by increasing the number of splats. We propose \emph{NRF-GS: Neural Residual Fields for Gaussian Splatting}, a hybrid representation that replaces per-splat SH-bases with a shared neural residual field. Each Gaussian encodes a compact set of appearance features and a lambertian base color, while a lightweight \emph{global scene-level MLP} predicts view-dependent residuals conditioned on viewing direction, distance, and per-splat features. This formulation enhances directional reflectance modeling by combining diffuse per-splat reflectance representations with a shared global function for high-frequency details, enabling both higher expressiveness and parameter sharing across splats. Our key insight is that by accurately capturing high-frequency directional reflectance, especially in specular regions, the GS-representation becomes more expressive, reducing the need for geometrically redundant splats. As a result, NRF-GS achieves comparable or better rendering quality while reducing the number of Gaussians by up to 50\%, and produces visibly improved specular and high-frequency details.

cs.CV↗

Smart target point control for Gaussian Splatting methods

Standard Gaussian splatting methods rely on heuristic densification and pruning to adaptively allocate primitives during training, and the resulting Gaussian count strongly influences both reconstruction quality and runtime. This makes comparisons across methods fragile: improvements can stem from higher representational capacity rather than algorithmic design. A common and naive workaround for this is hard-stopping or budgeting densification/pruning once a target count is reached, which biases training because different methods hit the cap at different times, yielding non-uniform densify/prune exposure across views and uneven point distributions. We propose a target point control scheme that preserves the standard densification window and cadence, but adjusts only the existing densification and opacity-culling hyper-parameters to track a quadratic target count trajectory. This quota-governor reaches the desired count by 15k iterations without abrupt cutoffs, ensuring that all methods and views receive equal densification and pruning cycles, enabling fairer, capacity-matched evaluation.

cs.GR↗

Neural Atlas Graphs for Dynamic Scene Decomposition and Editing

Learning editable high-resolution scene representations for dynamic scenes is an open problem with applications across the domains from autonomous driving to creative editing - the most successful approaches today make a trade-off between editability and supporting scene complexity: neural atlases represent dynamic scenes as two deforming image layers, foreground and background, which are editable in 2D, but break down when multiple objects occlude and interact. In contrast, scene graph models make use of annotated data such as masks and bounding boxes from autonomous-driving datasets to capture complex 3D spatial relationships, but their implicit volumetric node representations are challenging to edit view-consistently. We propose Neural Atlas Graphs (NAGs), a hybrid high-resolution scene representation, where every graph node is a view-dependent neural atlas, facilitating both 2D appearance editing and 3D ordering and positioning of scene elements. Fit at test-time, NAGs achieve state-of-the-art quantitative results on the Waymo Open Dataset - by 5 dB PSNR increase compared to existing methods - and make environmental editing possible in high resolution and visual quality - creating counterfactual driving scenarios with new backgrounds and edited vehicle appearance. We find that the method also generalizes beyond driving scenes and compares favorably - by more than 7 dB in PSNR - to recent matting and video editing baselines on the DAVIS video dataset with a diverse set of human and animal-centric scenes. Project Page: https://princeton-computational-imaging.github.io/nag/

cs.GR↗