GRCVAug 8, 2023

3D Gaussian Splatting for Real-Time Radiance Field Rendering

arXiv:2308.04079v18706 citationsh-index: 60
Originality Highly original
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This addresses the bottleneck of slow rendering in radiance field methods for computer graphics and VR applications, representing a novel method rather than an incremental improvement.

The paper tackled the problem of achieving real-time, high-quality novel-view synthesis for unbounded scenes at 1080p resolution, introducing 3D Gaussian Splatting to achieve state-of-the-art visual quality with real-time rendering at >=30 fps.

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.

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