3D Gaussian Splatting for Real-Time Radiance Field Rendering

Author:

Kerbl Bernhard12ORCID,Kopanas Georgios13ORCID,Leimkuehler Thomas4ORCID,Drettakis George15ORCID

Affiliation:

1. Inria, Sophia-Antipolis, France

2. Université Nice Cote d'Azur, Sophia-Antipolis, France

3. Université Côte d'Azur, Sophia-Antipolis, France

4. Max-Planck-Institut für Informatik, Saarbruecken, Germany

5. Unversité Côte d'Azur, Sophia-Antipolis, France

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.

Funder

European Research Council

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Graphics and Computer-Aided Design

Reference61 articles.

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2. Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields

3. Jonathan T. Barron , Ben Mildenhall , Dor Verbin , Pratul P. Srinivasan , and Peter Hedman . 2022. Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields. CVPR ( 2022 ). Jonathan T. Barron, Ben Mildenhall, Dor Verbin, Pratul P. Srinivasan, and Peter Hedman. 2022. Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields. CVPR (2022).

4. Sebastien Bonopera Jerome Esnault Siddhant Prakash Simon Rodriguez Theo Thonat Mehdi Benadel Gaurav Chaurasia Julien Philip and George Drettakis. 2020. sibr: A System for Image Based Rendering. https://gitlab.inria.fr/sibr/sibr_core Sebastien Bonopera Jerome Esnault Siddhant Prakash Simon Rodriguez Theo Thonat Mehdi Benadel Gaurav Chaurasia Julien Philip and George Drettakis. 2020. sibr: A System for Image Based Rendering. https://gitlab.inria.fr/sibr/sibr_core

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