Monocular Dynamic Gaussian Splatting: Fast, Brittle, and Scene Complexity Rules

Fuente: arXiv
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Main Authors: Liang, Yiqing, Okunev, Mikhail, Uy, Mikaela Angelina, Li, Runfeng, Guibas, Leonidas, Tompkin, James, Harley, Adam W.
Format: Preprint
Published: 2024
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author Liang, Yiqing
Okunev, Mikhail
Uy, Mikaela Angelina
Li, Runfeng
Guibas, Leonidas
Tompkin, James
Harley, Adam W.
author_facet Liang, Yiqing
Okunev, Mikhail
Uy, Mikaela Angelina
Li, Runfeng
Guibas, Leonidas
Tompkin, James
Harley, Adam W.
contents Gaussian splatting methods are emerging as a popular approach for converting multi-view image data into scene representations that allow view synthesis. In particular, there is interest in enabling view synthesis for dynamic scenes using only monocular input data -- an ill-posed and challenging problem. The fast pace of work in this area has produced multiple simultaneous papers that claim to work best, which cannot all be true. In this work, we organize, benchmark, and analyze many Gaussian-splatting-based methods, providing apples-to-apples comparisons that prior works have lacked. We use multiple existing datasets and a new instructive synthetic dataset designed to isolate factors that affect reconstruction quality. We systematically categorize Gaussian splatting methods into specific motion representation types and quantify how their differences impact performance. Empirically, we find that their rank order is well-defined in synthetic data, but the complexity of real-world data currently overwhelms the differences. Furthermore, the fast rendering speed of all Gaussian-based methods comes at the cost of brittleness in optimization. We summarize our experiments into a list of findings that can help to further progress in this lively problem setting.
format Preprint
id arxiv_https___arxiv_org_abs_2412_04457
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Monocular Dynamic Gaussian Splatting: Fast, Brittle, and Scene Complexity Rules
Liang, Yiqing
Okunev, Mikhail
Uy, Mikaela Angelina
Li, Runfeng
Guibas, Leonidas
Tompkin, James
Harley, Adam W.
Computer Vision and Pattern Recognition
Gaussian splatting methods are emerging as a popular approach for converting multi-view image data into scene representations that allow view synthesis. In particular, there is interest in enabling view synthesis for dynamic scenes using only monocular input data -- an ill-posed and challenging problem. The fast pace of work in this area has produced multiple simultaneous papers that claim to work best, which cannot all be true. In this work, we organize, benchmark, and analyze many Gaussian-splatting-based methods, providing apples-to-apples comparisons that prior works have lacked. We use multiple existing datasets and a new instructive synthetic dataset designed to isolate factors that affect reconstruction quality. We systematically categorize Gaussian splatting methods into specific motion representation types and quantify how their differences impact performance. Empirically, we find that their rank order is well-defined in synthetic data, but the complexity of real-world data currently overwhelms the differences. Furthermore, the fast rendering speed of all Gaussian-based methods comes at the cost of brittleness in optimization. We summarize our experiments into a list of findings that can help to further progress in this lively problem setting.
title Monocular Dynamic Gaussian Splatting: Fast, Brittle, and Scene Complexity Rules
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2412.04457