Isotropic Gaussian Splatting for Real-Time Radiance Field Rendering

Fuente: arXiv
Guardado en:
Detalles Bibliográficos
Autores principales: Gong, Yuanhao, Yu, Lantao, Yue, Guanghui
Formato: Preprint
Publicado: 2024
Materias:
Acceso en línea:
Etiquetas: Agregar Etiqueta
Sin Etiquetas, Sea el primero en etiquetar este registro!
_version_ 1866913276429860864
author Gong, Yuanhao
Yu, Lantao
Yue, Guanghui
author_facet Gong, Yuanhao
Yu, Lantao
Yue, Guanghui
contents The 3D Gaussian splatting method has drawn a lot of attention, thanks to its high performance in training and high quality of the rendered image. However, it uses anisotropic Gaussian kernels to represent the scene. Although such anisotropic kernels have advantages in representing the geometry, they lead to difficulties in terms of computation, such as splitting or merging two kernels. In this paper, we propose to use isotropic Gaussian kernels to avoid such difficulties in the computation, leading to a higher performance method. The experiments confirm that the proposed method is about {\bf 100X} faster without losing the geometry representation accuracy. The proposed method can be applied in a large range applications where the radiance field is needed, such as 3D reconstruction, view synthesis, and dynamic object modeling.
format Preprint
id arxiv_https___arxiv_org_abs_2403_14244
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Isotropic Gaussian Splatting for Real-Time Radiance Field Rendering
Gong, Yuanhao
Yu, Lantao
Yue, Guanghui
Computer Vision and Pattern Recognition
Artificial Intelligence
Machine Learning
Image and Video Processing
The 3D Gaussian splatting method has drawn a lot of attention, thanks to its high performance in training and high quality of the rendered image. However, it uses anisotropic Gaussian kernels to represent the scene. Although such anisotropic kernels have advantages in representing the geometry, they lead to difficulties in terms of computation, such as splitting or merging two kernels. In this paper, we propose to use isotropic Gaussian kernels to avoid such difficulties in the computation, leading to a higher performance method. The experiments confirm that the proposed method is about {\bf 100X} faster without losing the geometry representation accuracy. The proposed method can be applied in a large range applications where the radiance field is needed, such as 3D reconstruction, view synthesis, and dynamic object modeling.
title Isotropic Gaussian Splatting for Real-Time Radiance Field Rendering
topic Computer Vision and Pattern Recognition
Artificial Intelligence
Machine Learning
Image and Video Processing
url https://arxiv.org/abs/2403.14244