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3D Gaussian Splatting for Real-Time Radiance Field Rendering

Published 8 Aug 2023 in cs.GR and cs.CV | (2308.04079v1)

Abstract: Radiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For unbounded and complete scenes (rather than isolated objects) and 1080p resolution rendering, no current method can achieve real-time display rates. We introduce three key elements that allow us to achieve state-of-the-art visual quality while maintaining competitive training times and importantly allow high-quality real-time (>= 30 fps) novel-view synthesis at 1080p resolution. First, starting from sparse points produced during camera calibration, we represent the scene with 3D Gaussians that preserve desirable properties of continuous volumetric radiance fields for scene optimization while avoiding unnecessary computation in empty space; Second, we perform interleaved optimization/density control of the 3D Gaussians, notably optimizing anisotropic covariance to achieve an accurate representation of the scene; Third, we develop a fast visibility-aware rendering algorithm that supports anisotropic splatting and both accelerates training and allows realtime rendering. We demonstrate state-of-the-art visual quality and real-time rendering on several established datasets.

Citations (2,202)

Summary

  • The paper introduces a novel approach using 3D Gaussian splatting, optimizing anisotropic covariances for accurate real-time scene representation.
  • It employs a fast tile-based rasterization technique to achieve efficient 1080p rendering while maintaining visual quality against state-of-the-art methods.
  • This method opens new avenues for VR, gaming, and interactive media by enabling real-time neural rendering for complex, dynamic environments.

"3D Gaussian Splatting for Real-Time Radiance Field Rendering"

Introduction

The paper "3D Gaussian Splatting for Real-Time Radiance Field Rendering" (2308.04079) addresses the challenges of novel-view synthesis in radiance fields, particularly achieving high-quality real-time rendering at 1080p resolution. Traditional radiance field methods require extensive training and computational resources, making real-time applications infeasible. This research introduces a method leveraging 3D Gaussian splatting to efficiently represent and render complex scenes in real-time while preserving visual quality.

Methodology

The authors propose a novel approach using 3D Gaussians to represent scene geometry, interleaved with a fast visibility-aware rendering algorithm for efficient real-time rendering. The process begins with sparse points derived from Structure-from-Motion (SfM) camera calibration, forming the basis for constructing 3D Gaussians, which inherently maintain properties akin to volumetric radiance fields. These Gaussian representations undergo interleaved optimization, adjusting anisotropic covariances to refine scene representation accurately. Figure 1

Figure 1: Optimization starts with the sparse SfM point cloud and creates a set of 3D Gaussians. We then optimize and adaptively control the density of this set of Gaussians.

Key components of the approach include:

  1. Anisotropic Covariance Optimization: The method refines the 3D Gaussians by optimizing their anisotropic covariance, enhancing the precision of scene representation through these volumetric splats.
  2. Tile-based Rasterization: A fast tile-based rendering approach enables real-time processing by efficiently sorting and rendering Gaussians, thus expediting both the training and rendering phases without compromising quality.

Results and Comparisons

The proposed technique was rigorously evaluated against state-of-the-art methods, including Mip-NeRF360 and InstantNGP, across multiple datasets. The evaluations indicated that the method achieves comparable or superior rendering quality, with significantly reduced training times and real-time rendering capabilities. Figure 2

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Figure 2: Quantitative comparison of visual quality and computational efficiency against competing methods.

For instance, in scenarios with complex geometry and varying lighting conditions, the introduced method demonstrated robustness and maintained high visual fidelity. This is notable in rendering scenes where traditional methods suffered from artifacts due to scene complexity or lighting variance.

Implications and Future Directions

The introduction of 3D Gaussians as a scene representation paradigm marks a shift towards more efficient neural rendering techniques that sidestep the traditional trade-offs between speed and quality. The method's ability to achieve real-time high-quality rendering opens up new possibilities for applications in virtual reality, gaming, and interactive media where computational resources and response time are critical. Additionally, the research hints at broader implications for the field of computer graphics, particularly in integrating real-time performance with neural rendering frameworks. Figure 3

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Figure 3: Artifacts comparison under constrained gradients allocation scenarios demonstrating the robustness of the proposed approach.

Future directions may explore the integration of this method with other neural rendering improvements, enhancing its applicability in more diverse settings. Moreover, optimizing the underlying computational processes further could enable even wider adoption of real-time neural rendering for complex, dynamic environments.

Conclusion

The paper presents a significant contribution to the domain of neural radiance fields, breaking new ground in rendering efficiency and quality. The innovative use of 3D Gaussian splats, coupled with advanced rasterization techniques, delivers a practical solution for real-time novel-view synthesis. As the field progresses, leveraging such efficient scene representations will be crucial for overcoming present limitations in rendering speed and quality.

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