Mip-Splatting: Alias-Free 3D Gaussian Splatting
Zehao Yu, Anpei Chen, Binbin Huang, Torsten Sattler, Andreas Geiger
Abstract
splatting (c) Zoom-out of (a) Erosion (Brake cable too thin) 3D Object 3D Gaussian Camera Center Image Plane (Screen Space) Decreased Focal length Increased Focal length 2D Gaussian Dilated 2D Gaussian 5 Pixels Brightening High frequency artifacts due to degenerate (thin) 3D Gaussians Dilation (Spokes too thick due to screen space dilation) Faithful Rendering Faithful Rendering (a) Faithful Representation (b) Degenerate Representation (d) Zoom-in of (b) Figure 1. 3D Gaussian Splatting [18] renders images by representing 3D Objects as 3D Gaussians which are projected onto the image plane followed by 2D Dilation in screen space as shown in (a). Its intrinsic shrinkage bias leads to degenerate 3D Gaussians that exceed the sampling limit as illustrated by the δ function in (b) while rendering similarly in 2D due to the dilation operation. However, when changing the sampling rate (via the focal length or camera distance), we observe strong dilation effects (c) and high frequency artifacts (d).
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