Papers
Topics
Authors
Recent
Gemini 2.5 Flash
Gemini 2.5 Flash
139 tokens/sec
GPT-4o
7 tokens/sec
Gemini 2.5 Pro Pro
46 tokens/sec
o3 Pro
4 tokens/sec
GPT-4.1 Pro
38 tokens/sec
DeepSeek R1 via Azure Pro
28 tokens/sec
2000 character limit reached

VR-Splatting: Foveated Radiance Field Rendering via 3D Gaussian Splatting and Neural Points (2410.17932v2)

Published 23 Oct 2024 in cs.CV and cs.GR

Abstract: Recent advances in novel view synthesis have demonstrated impressive results in fast photorealistic scene rendering through differentiable point rendering, either via Gaussian Splatting (3DGS) [Kerbl and Kopanas et al. 2023] or neural point rendering [Aliev et al. 2020]. Unfortunately, these directions require either a large number of small Gaussians or expensive per-pixel post-processing for reconstructing fine details, which negatively impacts rendering performance. To meet the high performance demands of virtual reality (VR) systems, primitive or pixel counts therefore must be kept low, affecting visual quality. In this paper, we propose a novel hybrid approach based on foveated rendering as a promising solution that combines the strengths of both point rendering directions regarding performance sweet spots. Analyzing the compatibility with the human visual system, we find that using a low-detailed, few primitive smooth Gaussian representation for the periphery is cheap to compute and meets the perceptual demands of peripheral vision. For the fovea only, we use neural points with a convolutional neural network for the small pixel footprint, which provides sharp, detailed output within the rendering budget. This combination also allows for synergistic method accelerations with point occlusion culling and reducing the demands on the neural network. Our evaluation confirms that our approach increases sharpness and details compared to a standard VR-ready 3DGS configuration, and participants of a user study overwhelmingly preferred our method. Our system meets the necessary performance requirements for real-time VR interactions, ultimately enhancing the user's immersive experience. The project page can be found at: https://lfranke.github.io/vr_splatting

Definition Search Book Streamline Icon: https://streamlinehq.com
References (122)
  1. Particlenerf: A particle-based encoding for online neural radiance fields. In Proceedings of the IEEE/CVF Winter Conference on Applications of Computer Vision, pp. 5975–5984, 2024.
  2. Latency Requirements for Foveated Rendering in Virtual Reality. ACM Transactions on Applied Perception (TAP), 14(4):25, 2017.
  3. Point-based computer graphics. In ACM SIGGRAPH 2004 Course Notes, pp. 7–es, 2004.
  4. Neural point-based graphics. In ECCV, 2020. doi: 10 . 1007/978-3-030-58542-6_42
  5. Mip-nerf: A multiscale representation for anti-aliasing neural radiance fields. ICCV, 2021. doi: 10 . 1109/ICCV48922 . 2021 . 00580
  6. Mip-nerf 360: Unbounded anti-aliased neural radiance fields. CVPR, 2022. doi: 10 . 1109/CVPR52688 . 2022 . 00539
  7. Zip-nerf: Anti-aliased grid-based neural radiance fields. In ICCV, pp. 19640–19648, October 2023. doi: 10 . 1109/ICCV51070 . 2023 . 01804
  8. sibr: A system for image based rendering, 2020.
  9. Depth synthesis and local warps for plausible image-based navigation. ACM TOG, 32(3):1–12, 2013.
  10. TensoRF: Tensorial radiance fields. In ECCV, 2022. doi: 10 . 1007/978-3-031-19824-3_20
  11. Mvsnerf: Fast generalizable radiance field reconstruction from multi-view stereo. In Proceedings of the IEEE/CVF International Conference on Computer Vision, pp. 14124–14133, 2021.
  12. G. Chen and W. Wang. A survey on 3d gaussian splatting. arXiv preprint arXiv:2401.03890, 2024.
  13. Mobilenerf: Exploiting the polygon rasterization pipeline for efficient neural field rendering on mobile architectures. In CVPR, pp. 16569–16578, 2023.
  14. Stereo radiance fields (srf): Learning view synthesis for sparse views of novel scenes. In CVPR, pp. 7911–7920, 2021.
  15. Human Photoreceptor Topography. Journal of Comparative Neurology, 292(4):497–523, 1990.
  16. Bundlefusion: Real-time globally consistent 3d reconstruction using on-the-fly surface reintegration. ACM Transactions on Graphics (ToG), 36(4):1, 2017.
  17. Efficient view-dependent ibr with projective texture-mapping. In EG Rendering Workshop, vol. 4, 1998.
  18. Fov-nerf: Foveated neural radiance fields for virtual reality. IEEE TVCG, 2022. doi: 10 . 1109/TVCG . 2022 . 3203102
  19. Smerf: Streamable memory efficient radiance fields for real-time large-scene exploration. arXiv preprint arXiv:2312.07541, 2023.
  20. Floating textures. In Comput. Graph. Forum, vol. 27, pp. 409–418. Wiley Online Library, 2008.
  21. Time-warped foveated rendering for virtual reality headsets. Computer Graphics Forum, 40(1):110–123, 2021. doi: 10 . 1111/cgf . 14176
  22. Vet: Visual error tomography for point cloud completion and high-quality neural rendering. In SIGGRAPH Asia. Association for Computing Machinery, New York, NY, USA, Dec. 2023.
  23. Trips: Trilinear point splatting for real-time radiance field rendering. Comput. Graph. Forum, 43(2), 2024. doi: 10 . 1111/cgf . 15012
  24. Plenoxels: Radiance fields without neural networks. In 2022 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), pp. 5491–5500, 2022. doi: 10 . 1109/CVPR52688 . 2022 . 00542
  25. Perceptual rasterization for head-mounted display image synthesis. ACM Transactions on Graphics (TOG), 38(4):1–14, 2019.
  26. Multi-view stereo for community photo collections. In 2007 IEEE 11th International Conference on Computer Vision, pp. 1–8. IEEE, 2007.
  27. E. B. Goldstein and J. Brockmole. Sensation and Perception. Cengage Learning, 2016.
  28. The Lumigraph. In CGIT, 1996. doi: 10 . 1145/237170 . 237200
  29. Foveated 3D Graphics. ACM Transactions on Graphics (TOG), 31(6):164, 2012.
  30. Inpc: Implicit neural point clouds for radiance field rendering. arXiv preprint arXiv:2403.16862, 2024.
  31. Plenopticpoints: Rasterizing neural feature points for high-quality novel view synthesis. In T. Grosch and M. Guthe, eds., Proc. Vision, Modeling and Visualization (VMV), pp. 53–61. Eurographics, Sep 2023. doi: 10 . 2312/vmv . 20231226
  32. Inovis: Instant novel-view synthesis. In SIGGRAPH Asia. Association for Computing Machinery, New York, NY, USA, Dec. 2023. doi: 10 . 1145/3610548 . 3618216
  33. Deep blending for free-viewpoint image-based rendering. ACM TOG, 37(6):1–15, 2018.
  34. Limits of peripheral acuity and implications for vr system design. Journal of the Society for Information Display, 26(8):483–495, 2018.
  35. 2d gaussian splatting for geometrically accurate radiance fields. In SIGGRAPH 2024 Conference Papers. Association for Computing Machinery, 2024. doi: 10 . 1145/3641519 . 3657428
  36. 2d gaussian splatting for geometrically accurate radiance fields. In SIGGRAPH, pp. 1–11, 2024.
  37. Sc-gs: Sparse-controlled gaussian splatting for editable dynamic scenes. arXiv preprint arXiv:2312.14937, 2023.
  38. Foveated rendering: Motivation, taxonomy, and research directions. arXiv preprint arXiv:2205.04529, 2022.
  39. Vr-gs: a physical dynamics-aware interactive gaussian splatting system in virtual reality. In ACM SIGGRAPH 2024 Conference Papers, pp. 1–1, 2024.
  40. Deepfovea: Neural reconstruction for foveated rendering and video compression using learned statistics of natural videos. ACM Transactions on Graphics (TOG), 38(6):1–13, 2019.
  41. D-npc: Dynamic neural point clouds for non-rigid view synthesis from monocular video. arXiv preprint arXiv:2406.10078, 2024.
  42. Real-time 3D reconstruction in dynamic scenes using point-based fusion. In Proc. of Joint 3DIM/3DPVT Conference (3DV), pp. 1–8, June 2013. Selected for oral presentation.
  43. 3D Gaussian splatting for real-time radiance field rendering. ACM TOG, 42(4), July 2023. doi: 10 . 1145/3592433
  44. A hierarchical 3d gaussian representation for real-time rendering of very large datasets. ACM TOG, 43(4):1–15, 2024.
  45. 3d gaussian splatting as markov chain monte carlo. arXiv preprint arXiv:2404.09591, 2024.
  46. Foveated ar: dynamically-foveated augmented reality display. ACM Trans. Graph., 38(4):99–1, 2019.
  47. Tanks and temples: Benchmarking large-scale scene reconstruction. ACM Transactions on Graphics, 36(4), 2017.
  48. L. Kobbelt and M. Botsch. A survey of point-based techniques in computer graphics. Computers & Graphics, 28(6):801–814, 2004.
  49. G. Kopanas and G. Drettakis. Improving NeRF Quality by Progressive Camera Placement for Free-Viewpoint Navigation. In M. Guthe and T. Grosch, eds., Vision, Modeling, and Visualization. The Eurographics Association, 2023. doi: 10 . 2312/vmv . 20231222
  50. Neural point catacaustics for novel-view synthesis of reflections. ACM TOG, 2022. doi: 10 . 1145/3550454 . 3555497
  51. Point-based neural rendering with per-view optimization. CGF, 2021. doi: 10 . 1111/cgf . 14339
  52. Foveated path tracing: a literature review and a performance gain analysis. In Advances in Visual Computing: 12th International Symposium, ISVC 2016, Las Vegas, NV, USA, December 12-14, 2016, Proceedings, Part I 12, pp. 723–732. Springer, 2016.
  53. Photo-realistic single image super-resolution using a generative adversarial network. In CVPR, pp. 4681–4690, 2017.
  54. Immersive neural graphics primitives. arXiv preprint arXiv:2211.13494, 2022.
  55. Kitti-360: A novel dataset and benchmarks for urban scene understanding in 2d and 3d. IEEE Transactions on Pattern Analysis and Machine Intelligence, 45(3):3292–3310, 2022.
  56. Dynamic 3d gaussians: Tracking by persistent dynamic view synthesis. arXiv preprint arXiv:2308.09713, 2023.
  57. stelacsf: A unified model of contrast sensitivity as the function of spatio-temporal frequency, eccentricity, luminance and area. ACM Transactions on Graphics (TOG), 41(4):1–16, 2022.
  58. Fovvideovdp: A visible difference predictor for wide field-of-view video. ACM Transactions on Graphics (TOG), 40(4):1–19, 2021.
  59. 3d-kernel foveated rendering for light fields. IEEE Transactions on Visualization and Computer Graphics, 27(8):3350–3360, 2020.
  60. Eye-dominance-guided foveated rendering. IEEE transactions on visualization and computer graphics, 26(5):1972–1980, 2020.
  61. Kernel Foveated Rendering. Proceedings of the ACM on Computer Graphics and Interactive Techniques, 1(1):5, 2018.
  62. Pegasus: Physically enhanced gaussian splatting simulation system for 6dof object pose dataset generation. arXiv preprint arXiv:2401.02281, 2024.
  63. Z. Mi and D. Xu. Switch-nerf: Learning scene decomposition with mixture of experts for large-scale neural radiance fields. In International Conference on Learning Representations (ICLR), 2023.
  64. NeRF: Representing scenes as neural radiance fields for view synthesis. In ECCV, 2020. doi: 10 . 1145/3503250
  65. Instant neural graphics primitives with a multiresolution hash encoding. ACM TOG, 41(4), jul 2022. doi: 10 . 1145/3528223 . 3530127
  66. DONeRF: Towards Real-Time Rendering of Compact Neural Radiance Fields using Depth Oracle Networks. CGF, 2021. doi: 10 . 1111/cgf . 14340
  67. Neural point light fields. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition, pp. 18419–18429, 2022.
  68. J. Patas. Gaussian splatting cuda. https://github.com/MrNeRF/gaussian-splatting-cuda.
  69. Towards Foveated Rendering for Gaze-Tracked Virtual Reality. ACM Transactions on Graphics (TOG), 35(6):179, 2016.
  70. Surfels: Surface elements as rendering primitives. In Proceedings of the 27th annual conference on Computer graphics and interactive techniques, pp. 335–342, 2000.
  71. J. Philip and V. Deschaintre. Floaters no more: Radiance field gradient scaling for improved near-camera training. 2023.
  72. Stopthepop: Sorted gaussian splatting for view-consistent real-time rendering. ACM TOG, 43(4):1–17, 2024.
  73. NPBG+⁣++++ +: Accelerating neural point-based graphics. In CVPR, 2022. doi: 10 . 1109/CVPR52688 . 2022 . 01550
  74. Binary opacity grids: Capturing fine geometric detail for mesh-based view synthesis. arXiv preprint arXiv:2402.12377, 2024.
  75. Merf: Memory-efficient radiance fields for real-time view synthesis in unbounded scenes. SIGGRAPH, 2023. doi: 10 . 1145/3592426
  76. Octree-gs: Towards consistent real-time rendering with lod-structured 3d gaussians, 2024.
  77. Interactive vrs-nerf: Lightning fast neural radiance field rendering for virtual reality. In Proceedings of the 2023 ACM Symposium on Spatial User Interaction, pp. 1–3, 2023.
  78. Vrs-nerf: Accelerating neural radiance field rendering with variable rate shading. In 2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 243–252. IEEE, 2023.
  79. Adop: Approximate differentiable one-pixel point rendering. ACM TOG, 2022. doi: 10 . 1145/3528223 . 3530122
  80. Neat: Neural adaptive tomography. ACM Trans. Graph., 41(4), jul 2022. doi: 10 . 1145/3528223 . 3530121
  81. Structure-from-motion revisited. In CVPR, pp. 4104–4113, 2016. doi: 10 . 1109/CVPR . 2016 . 445
  82. Pixelwise view selection for unstructured multi-view stereo. In European Conference on Computer Vision (ECCV), 2016.
  83. Rendering point clouds with compute shaders and vertex order optimization. In Computer Graphics Forum, vol. 40, pp. 115–126. Wiley Online Library, 2021.
  84. Software rasterization of 2 billion points in real time. ACM Comput. Graph. Int. Techn., 5(3):1–17, 2022.
  85. Real-time continuous level of detail rendering of point clouds. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 103–110. IEEE, 2019.
  86. A comparison and evaluation of multi-view stereo reconstruction algorithms. In 2006 IEEE computer society conference on computer vision and pattern recognition (CVPR’06), vol. 1, pp. 519–528. IEEE, 2006.
  87. H. Shum and S. B. Kang. Review of image-based rendering techniques. In Visual Communications and Image Processing 2000, vol. 4067, pp. 2–13. SPIE, 2000.
  88. Saliency in VR: How do people explore virtual environments? IEEE transactions on visualization and computer graphics, 24(4):1633–1642, 2018.
  89. Photo tourism: exploring photo collections in 3d. In ACM Siggraph 2006, pp. 835–846, 2006.
  90. Adaptive Image-Space Sampling for Gaze-Contingent Real-Time Rendering. In Computer Graphics Forum, vol. 35, pp. 129–139. Wiley Online Library, 2016.
  91. Perceptually-guided foveation for light field displays. ACM Transactions on Graphics (TOG), 36(6):192, 2017.
  92. User, metric, and computational evaluation of foveated rendering methods. In Proceedings of the ACM Symposium on Applied Perception, pp. 7–14, 2016.
  93. Block-nerf: Scalable large scene neural view synthesis. In CVPR, 2022.
  94. Learned initializations for optimizing coordinate-based neural representations. In CVPR, pp. 2846–2855, 2021.
  95. Advances in Neural Rendering. EG STAR, 2022. doi: 10 . 1111/cgf . 14507
  96. Deferred neural rendering: Image synthesis using neural textures. ACM TOG, 2019.
  97. Mega-nerf: Scalable construction of large-scale nerfs for virtual fly-throughs. In CVPR, pp. 12922–12931, 2022.
  98. Luminance-contrast-aware foveated rendering. ACM Transactions on Graphics (TOG), 38(4):1–14, 2019.
  99. Foveated rendering: A state-of-the-art survey. Computational Visual Media, 9(2):195–228, 2023.
  100. Vprf: Visual perceptual radiance fields for foveated image synthesis. IEEE Transactions on Visualization and Computer Graphics, 2024.
  101. Foveated Depth-of-Field Filtering in Head-Mounted Displays. ACM Transactions on Applied Perception (TAP), 15(4):26, 2018.
  102. Foveated Real-Time Ray Tracing for Head-Mounted Displays. In Computer Graphics Forum, vol. 35, pp. 289–298. Wiley Online Library, 2016.
  103. Perception-Driven Accelerated Rendering. In Computer Graphics Forum, vol. 36, pp. 611–643. Wiley Online Library, 2017.
  104. Elasticfusion: Real-time dense slam and light source estimation. The International Journal of Robotics Research, 35(14):1697–1716, 2016.
  105. Synsin: End-to-end view synthesis from a single image. In CVPR, 2020. doi: 10 . 1109/CVPR42600 . 2020 . 00749
  106. Reconfusion: 3d reconstruction with diffusion priors. In CVPR, pp. 21551–21561, 2024.
  107. Recent advances in 3d gaussian splatting. Computational Visual Media, pp. 1–30, 2024.
  108. Point-nerf: Point-based neural radiance fields. In CVPR, 2022. doi: 10 . 1109/CVPR52688 . 2022 . 00536
  109. Surfelgan: Synthesizing realistic sensor data for autonomous driving. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), June 2020.
  110. Deformable 3d gaussians for high-fidelity monocular dynamic scene reconstruction. arXiv preprint arXiv:2309.13101, 2023.
  111. BakedSDF: Meshing neural SDFs for real-time view synthesis. In SIGGRAPH, SIGGRAPH ’23. Association for Computing Machinery, 2023. doi: 10 . 1145/3588432 . 3591536
  112. Neural foveated super-resolution for real-time vr rendering. Computer Animation and Virtual Worlds, 35(4):e2287, 2024.
  113. Absgs: Recovering fine details for 3d gaussian splatting, 2024.
  114. Differentiable surface splatting for point-based geometry processing. ACM TOG, 38(6):1–14, 2019.
  115. PlenOctrees for real-time rendering of neural radiance fields. In ICCV, 2021. doi: 10 . 1109/ICCV48922 . 2021 . 00570
  116. pixelNeRF: Neural radiance fields from one or few images. In CVPR, pp. 4578–4587, 2021. doi: 10 . 1109/CVPR46437 . 2021 . 00455
  117. Mip-splatting: Alias-free 3d gaussian splatting. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition, pp. 19447–19456, 2024.
  118. Differentiable point-based radiance fields for efficient view synthesis. arXiv preprint arXiv:2205.14330, 2022.
  119. The unreasonable effectiveness of deep features as a perceptual metric. In CVPR, 2018. doi: 10 . 1109/CVPR . 2018 . 00068
  120. Rpbg: Towards robust neural point-based graphics in the wild. arXiv preprint arXiv:2405.05663, 2024.
  121. Y. Zuo and J. Deng. View synthesis with sculpted neural points. In ICLR, vol. abs/2205.05869, 2023. doi: 10 . 48550/arXiv . 2205 . 05869
  122. Surface splatting. In Proceedings of the 28th annual conference on Computer graphics and interactive techniques, pp. 371–378, 2001.

Summary

  • The paper presents a hybrid foveated rendering system that integrates neural point rendering and 3D Gaussian splatting for efficient, high-fidelity VR scene rendering.
  • The method achieves a steady 90Hz frame rate by differentially processing the foveal and peripheral regions to enhance sharpness and reduce artifacts.
  • User studies validate the system's superiority over traditional approaches, indicating its potential for advanced VR applications in gaming, simulations, and telepresence.

Overview of VR-Splatting: Foveated Radiance Field Rendering

The paper "VR-Splatting: Foveated Radiance Field Rendering via 3D Gaussian Splatting and Neural Points" examines the integration of neural point rendering and 3D Gaussian splatting (3DGS) for achieving high-fidelity and efficient virtual reality (VR) rendering. This research addresses the challenges posed by latency and the intensive computational demands of real-time VR applications, particularly in the context of virtual teleportation and virtual tourism.

Methodological Approach

The authors propose a hybrid foveated rendering system that differentially handles the foveal and peripheral regions of the user's vision. This approach leverages the innate falloff of visual acuity to optimize processing resources while maintaining visual quality. By rendering crisp, detail-rich scenes in the foveal region using neural point rendering (TRIPS) and employing the volumetric and smooth characteristics of 3DGS for the periphery, the system fulfills the necessary frame rate requirements for VR.

Evaluation and Results

A salient aspect of this work is its balance between rendering speed and image quality. The proposed method achieves a 90Hz frame rate, essential for avoiding motion sickness in VR, while outperforming traditional VR-ready Gaussian splatting configurations (VR-GS) in terms of perceived sharpness and immersive experience. The inclusion of temporal stability and reduced artifact occurrence further underscores the practical applicability of the system.

Quantitative evaluations demonstrate that the system maintains competitive performance across several image quality metrics, such as LPIPS and PSNR, specifically in the foveal regions. The authors also conducted a comprehensive user paper, revealing a strong preference for their system over baseline VR-GS methods, thus confirming the efficacy of their approach.

Theoretical and Practical Implications

This paper contributes to the field by demonstrating the viability of hybrid rendering techniques in VR applications. The dual-method approach capitalizes on the complementary strengths of neural point and Gaussian splatting methodologies. The potential for reduced latency and improved image fidelity without a proportional increase in computational costs suggests meaningful advancements in VR rendering techniques.

Moreover, the use of foveated rendering hints at broader applications in virtual interactive environments, offering enhanced performance for a variety of sectors such as gaming, simulations, and remote applications in telepresence technologies.

Future Directions

The research opens avenues for exploring more sophisticated machine learning models or neural network architectures that could further reduce latency and improve integration between the two rendering components. As hardware evolves, particularly in eye-tracking precision and VR display technology, the methods proposed in this paper could be further refined and expanded.

In summary, this paper provides a noteworthy contribution to the field of VR rendering by effectively merging state-of-the-art novel view synthesis methods to substantially enhance user experience in VR environments.