3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting

Fuente: arXiv
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Main Authors: Wu, Qi, Esturo, Janick Martinez, Mirzaei, Ashkan, Moenne-Loccoz, Nicolas, Gojcic, Zan
Format: Preprint
Published: 2024
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author Wu, Qi
Esturo, Janick Martinez
Mirzaei, Ashkan
Moenne-Loccoz, Nicolas
Gojcic, Zan
author_facet Wu, Qi
Esturo, Janick Martinez
Mirzaei, Ashkan
Moenne-Loccoz, Nicolas
Gojcic, Zan
contents 3D Gaussian Splatting (3DGS) enables efficient reconstruction and high-fidelity real-time rendering of complex scenes on consumer hardware. However, due to its rasterization-based formulation, 3DGS is constrained to ideal pinhole cameras and lacks support for secondary lighting effects. Recent methods address these limitations by tracing the particles instead, but, this comes at the cost of significantly slower rendering. In this work, we propose 3D Gaussian Unscented Transform (3DGUT), replacing the EWA splatting formulation with the Unscented Transform that approximates the particles through sigma points, which can be projected exactly under any nonlinear projection function. This modification enables trivial support of distorted cameras with time dependent effects such as rolling shutter, while retaining the efficiency of rasterization. Additionally, we align our rendering formulation with that of tracing-based methods, enabling secondary ray tracing required to represent phenomena such as reflections and refraction within the same 3D representation. The source code is available at: https://github.com/nv-tlabs/3dgrut.
format Preprint
id arxiv_https___arxiv_org_abs_2412_12507
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle 3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting
Wu, Qi
Esturo, Janick Martinez
Mirzaei, Ashkan
Moenne-Loccoz, Nicolas
Gojcic, Zan
Graphics
Computer Vision and Pattern Recognition
3D Gaussian Splatting (3DGS) enables efficient reconstruction and high-fidelity real-time rendering of complex scenes on consumer hardware. However, due to its rasterization-based formulation, 3DGS is constrained to ideal pinhole cameras and lacks support for secondary lighting effects. Recent methods address these limitations by tracing the particles instead, but, this comes at the cost of significantly slower rendering. In this work, we propose 3D Gaussian Unscented Transform (3DGUT), replacing the EWA splatting formulation with the Unscented Transform that approximates the particles through sigma points, which can be projected exactly under any nonlinear projection function. This modification enables trivial support of distorted cameras with time dependent effects such as rolling shutter, while retaining the efficiency of rasterization. Additionally, we align our rendering formulation with that of tracing-based methods, enabling secondary ray tracing required to represent phenomena such as reflections and refraction within the same 3D representation. The source code is available at: https://github.com/nv-tlabs/3dgrut.
title 3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting
topic Graphics
Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2412.12507