3D Gaussian Splatting for Real-Time Radiance Field Rendering
Bernhard Kerbl, Georgios Kopanas, Thomas Leimkühler, George Drettakis
摘要
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.
问问这篇 Paper
智能体会读完全文。
Lune 把这篇 Paper 索引到了最后一个公式,引用它的顶会 Paper 也一样。你提问,回答直接引用原文。
引用它的顶会 Paper2,229
- Depth Anything V2Lihe Yang, Bingyi Kang, Zilong Huang, Zhen Zhao 等NeurIPS 2024 · 被引用 2,305 次
- DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content CreationJiaxiang Tang, Jiawei Ren, Hang Zhou, Ziwei Liu 等ICLR 2024 · 被引用 955 次
- Depth Anything 3: Recovering the Visual Space from Any ViewsHaotong Lin, Sili Chen, Jun Hao Liew, Donny Y. Chen 等ICLR 2026 · 被引用 720 次
- LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPSZhiwen Fan, Kevin Wang, Kairun Wen, Zehao Zhu 等NeurIPS 2024 · 被引用 681 次
- Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian SplattingZeyu Yang, Hongye Yang, Zijie Pan, Li ZhangICLR 2024 · 被引用 529 次
它引用的顶会 Paper18
- Instant neural graphics primitives with a multiresolution hash encodingThomas Müller, Alex Evans, Christoph Schied, Alexander KellerSIGGRAPH 2022 · 被引用 4,089 次
- Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance FieldsJonathan T. Barron, Ben Mildenhall, Matthew Tancik, Peter Hedman 等ICCV 2021 · 被引用 2,700 次
- PlenOctrees for Real-time Rendering of Neural Radiance FieldsAlex Yu, Ruilong Li, Matthew Tancik, Hao Li 等ICCV 2021 · 被引用 1,284 次
- Plenoxels: Radiance Fields without Neural NetworksSara Fridovich-Keil, Alex Yu, Matthew Tancik, Qinhong Chen 等CVPR 2022 · 被引用 1,237 次
- KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPsChristian Reiser, Songyou Peng, Yiyi Liao, Andreas GeigerICCV 2021 · 被引用 963 次
相关 Paper
- A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large DatasetsBernhard Kerbl, Andreas Meuleman, Georgios Kopanas, Michael Wimmer 等SIGGRAPH 2024 · 被引用 180 次
- RayGaussX: Accelerating Gaussian-Based Ray Marching for Real-Time and High-Quality Novel View SynthesisHugo Blanc, Jean-Emmanuel Deschaud, Alexis PaljicICCV 2025 · 被引用 1 次
- GPS-Gaussian: Generalizable Pixel-Wise 3D Gaussian Splatting for Real-Time Human Novel View SynthesisShunyuan Zheng, Boyao Zhou, Ruizhi Shao, Boning Liu 等CVPR 2024 · 被引用 79 次
- Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene ReconstructionZiyi Yang, Xinyu Gao, Wen Zhou, Shaohui Jiao 等CVPR 2024 · 被引用 302 次
- 2D Gaussian Splatting for Geometrically Accurate Radiance FieldsBinbin Huang, Zehao Yu, Anpei Chen, Andreas Geiger 等SIGGRAPH 2024 · 被引用 660 次
