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Efficient Perspective-Correct 3D Gaussian Splatting Using Hybrid Transparency (2410.08129v3)

Published 10 Oct 2024 in cs.GR and cs.CV

Abstract: 3D Gaussian Splats (3DGS) have proven a versatile rendering primitive, both for inverse rendering as well as real-time exploration of scenes. In these applications, coherence across camera frames and multiple views is crucial, be it for robust convergence of a scene reconstruction or for artifact-free fly-throughs. Recent work started mitigating artifacts that break multi-view coherence, including popping artifacts due to inconsistent transparency sorting and perspective-correct outlines of (2D) splats. At the same time, real-time requirements forced such implementations to accept compromises in how transparency of large assemblies of 3D Gaussians is resolved, in turn breaking coherence in other ways. In our work, we aim at achieving maximum coherence, by rendering fully perspective-correct 3D Gaussians while using a high-quality approximation of accurate blending, hybrid transparency, on a per-pixel level, in order to retain real-time frame rates. Our fast and perspectively accurate approach for evaluation of 3D Gaussians does not require matrix inversions, thereby ensuring numerical stability and eliminating the need for special handling of degenerate splats, and the hybrid transparency formulation for blending maintains similar quality as fully resolved per-pixel transparencies at a fraction of the rendering costs. We further show that each of these two components can be independently integrated into Gaussian splatting systems. In combination, they achieve up to 2$\times$ higher frame rates, 2$\times$ faster optimization, and equal or better image quality with fewer rendering artifacts compared to traditional 3DGS on common benchmarks.

Citations (1)

Summary

  • The paper introduces a perspective-correct 3D Gaussian Splatting method using ray-splat intersection and hybrid transparency to improve rendering accuracy and temporal stability.
  • Numerical results demonstrate up to 2x faster frame rates and optimization speeds compared to previous methods while achieving comparable or better image quality.
  • The enhanced real-time rendering performance and stability make this approach highly suitable for immersive applications like VR and AR, as well as other point-based rendering techniques.

Efficient Perspective-Correct 3D Gaussian Splatting Using Hybrid Transparency

The paper "Efficient Perspective-Correct 3D Gaussian Splatting Using Hybrid Transparency" by Hahlbohm et al. introduces significant improvements to the rendering of 3D Gaussian splats, addressing prominent challenges in perspective accuracy and temporal stability in real-time applications.

Overview

3D Gaussian Splats (3DGS) have become a preferred rendering primitive for applications requiring fast optimization and real-time scene exploration. However, the traditional methods face key challenges, including artifacts arising from perspective inaccuracies and inconsistent spatial sorting, which impair multi-view coherence.

Key Contributions

  1. Perspective-Correct Rendering: The paper presents a computational method for evaluating 3D Gaussians that avoids matrix inversions, thus enhancing numerical stability. This technique uses ray-splat intersection, ensuring accurate rendering without artifacts, even when splats become degenerate.
  2. Hybrid Transparency: Leveraging hybrid transparency, the method facilitates a correct blending of the foremost visible elements per pixel, followed by a streamlined order-independent blending for all subsequent contributions. This approach mitigates 'popping artifacts' and improves the temporal coherence of rendered scenes.

Numerical Results

The authors demonstrate enhancements achieving up to 2x faster frame rates and optimization speeds compared to earlier methods. Image quality metrics like SSIM, PSNR, and LPIPS indicate comparable or improved results across evaluated scenes, reinforcing the efficacy of their approach.

Implications and Future Directions

Practical Implications: The improvements in real-time rendering speeds and temporal stability make this approach particularly suitable for VR and AR applications, where user experience heavily depends on frame coherence and low latency.

Theoretical Implications: The numerically stable, perspective-correct approach has broader implications beyond 3DGS, potentially influencing other point-based rendering techniques where degeneration and projection accuracy are critical.

Future Outlook: Future developments could explore more sophisticated volumetric rendering in limited scenarios and the adaptation of this method for mobile platforms, emphasizing low computational overhead.

In conclusion, the authors provide a robust rendering framework addressing two major constraints in 3D Gaussian splat rendering, paving the way for more consistent and accurate visual outputs in interactive and immersive applications.

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