3D Gaussian Splatting

진성현·2024년 3월 24일
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Title

3D Gaussian Splatting for Real-Time Radiance Field Rendering
(SIGGRAPH 2023, Kerbl & Kopanas et al.)

Abstract

Radiance Field

  • NN -> costly to train & render
  • Recent faster methods -> trade off speed for quality
  • No real-time display rate for unbounded scene + 1080p rendering

Proposed Method

  • State-of-the-art visual quality
  • Competitive training time
  • High-quality real-time novel-view synthesis at 1080p

3 key elements

  • Represent the scene with 3D Gaussians from sparse points
    • They preserve desirable properties of continuous volumetric radiance fields for scene optimization
    • Avoid computation in empty space
  • Interleaved optimization/density control of 3D Gaussians
    • optimizing anisotropic covariance to achieve an accurate representation of the scene
  • Fast visibility-aware rendering algorithm that supports anisotropic splatting

1. Introduction

2 ways of 3D representations

Meshes and Points

  • most common 3D scene representations
  • explicit & good fit for GPU/CUDA based rasterization

NeRF

  • continuous scene representations
  • typically optimizing a MLP using volumetric ray-marching
  • Most efficient radiance field -> interpolating values stored in voxel/hash grids or points
  • Stochastic sampling required for rendering -> costly and can result in noise.

3D Gaussian

  • Combines best of both worlds.
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Undergraduate student at SNU
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