AI summary · arXiv: 2308.04079v1 · cs.GR

3D Gaussian Splatting for Real-Time Radiance Field Rendering

Bernhard Kerbl, Georgios Kopanas, Thomas Leimkühler, George Drettakis
Original paper Submitted to arXiv on 08 Aug. 2023 ACM Transactions on Graphics, volume 42(4), July 2023 https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/ License: CC BY 4.0

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The essentials

  • Radiance Field methods have revolutionized novel view synthesis for scenes captured with multiple photos or videos.
  • Achieving high visual quality in real-time remains a challenge due to the costly training and rendering requirements of neural networks.
  • Faster methods sacrifice quality for speed, while existing methods struggle with real-time display rates at 1080p resolution.
  • Representing the scene with 3D Gaussians derived from sparse points obtained during camera calibration.
  • Interleaved optimization and density control of the 3D Gaussians, optimizing anisotropic covariance to improve fidelity.
  • Development of a fast visibility-aware rendering algorithm that supports anisotropic splatting, accelerating both training and real-time rendering processes.
  • The method achieves state-of-the-art visual quality and real-time rendering on established datasets.
  • Compared to previous approaches, it offers a balance between speed and visual quality, bridging the gap between interactive rendering times and real-time rendering at high resolutions.

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AI-generated keywords: Radiance Field Methods

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  • Original abstract
Radiance Field methods have revolutionized the synthesis of novel views for scenes captured with multiple photos or videos. However, achieving high visual quality in real-time remains a challenge due to the costly training and rendering requirements of neural networks. While faster methods have been developed, they often sacrifice quality for speed. Additionally, existing methods struggle to achieve real-time display rates for unbounded and complete scenes at 1080p resolution. In this paper, the authors propose a solution that combines three key elements to achieve state-of-the-art visual quality while maintaining competitive training times and enabling high-quality real-time novel-view synthesis at 1080p resolution. The first element involves representing the scene with 3D Gaussians derived from sparse points obtained during camera calibration. This representation preserves desirable properties of continuous volumetric radiance fields for scene optimization while avoiding unnecessary computation in empty space. The second element is interleaved optimization and density control of the 3D Gaussians. Notably, anisotropic covariance is optimized to accurately represent the scene. This approach improves the fidelity of the rendered images. The third element is the development of a fast visibility-aware rendering algorithm that supports anisotropic splatting. This algorithm accelerates both training and real-time rendering processes. The authors demonstrate their method's effectiveness by achieving state-of-the-art visual quality and real-time rendering on several established datasets. Compared to previous approaches such as Mip-NeRF360, which requires up to 48 hours of training time, their method offers a balance between speed and visual quality. While other fast radiance field methods can achieve interactive rendering times (10-15 frames per second), they fall short of achieving real-time rendering at high resolutions. Overall, this paper presents a significant advancement in radiance field methods by introducing 3D Gaussians, optimizing anisotropic covariance, and developing a fast visibility-aware rendering algorithm. These innovations enable high-quality real-time novel-view synthesis at 1080p resolution, bridging the gap between speed and visual fidelity.

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