Does 3D Gaussian Splatting Need Accurate Volumetric Rendering?

Fuente: arXiv
Guardado en:
Detalles Bibliográficos
Autores principales: Celarek, Adam, Kopanas, George, Drettakis, George, Wimmer, Michael, Kerbl, Bernhard
Formato: Preprint
Publicado: 2025
Materias:
Acceso en línea:
Etiquetas: Agregar Etiqueta
Sin Etiquetas, Sea el primero en etiquetar este registro!
_version_ 1866929732764827648
author Celarek, Adam
Kopanas, George
Drettakis, George
Wimmer, Michael
Kerbl, Bernhard
author_facet Celarek, Adam
Kopanas, George
Drettakis, George
Wimmer, Michael
Kerbl, Bernhard
contents Since its introduction, 3D Gaussian Splatting (3DGS) has become an important reference method for learning 3D representations of a captured scene, allowing real-time novel-view synthesis with high visual quality and fast training times. Neural Radiance Fields (NeRFs), which preceded 3DGS, are based on a principled ray-marching approach for volumetric rendering. In contrast, while sharing a similar image formation model with NeRF, 3DGS uses a hybrid rendering solution that builds on the strengths of volume rendering and primitive rasterization. A crucial benefit of 3DGS is its performance, achieved through a set of approximations, in many cases with respect to volumetric rendering theory. A naturally arising question is whether replacing these approximations with more principled volumetric rendering solutions can improve the quality of 3DGS. In this paper, we present an in-depth analysis of the various approximations and assumptions used by the original 3DGS solution. We demonstrate that, while more accurate volumetric rendering can help for low numbers of primitives, the power of efficient optimization and the large number of Gaussians allows 3DGS to outperform volumetric rendering despite its approximations.
format Preprint
id arxiv_https___arxiv_org_abs_2502_19318
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Does 3D Gaussian Splatting Need Accurate Volumetric Rendering?
Celarek, Adam
Kopanas, George
Drettakis, George
Wimmer, Michael
Kerbl, Bernhard
Graphics
Computer Vision and Pattern Recognition
Since its introduction, 3D Gaussian Splatting (3DGS) has become an important reference method for learning 3D representations of a captured scene, allowing real-time novel-view synthesis with high visual quality and fast training times. Neural Radiance Fields (NeRFs), which preceded 3DGS, are based on a principled ray-marching approach for volumetric rendering. In contrast, while sharing a similar image formation model with NeRF, 3DGS uses a hybrid rendering solution that builds on the strengths of volume rendering and primitive rasterization. A crucial benefit of 3DGS is its performance, achieved through a set of approximations, in many cases with respect to volumetric rendering theory. A naturally arising question is whether replacing these approximations with more principled volumetric rendering solutions can improve the quality of 3DGS. In this paper, we present an in-depth analysis of the various approximations and assumptions used by the original 3DGS solution. We demonstrate that, while more accurate volumetric rendering can help for low numbers of primitives, the power of efficient optimization and the large number of Gaussians allows 3DGS to outperform volumetric rendering despite its approximations.
title Does 3D Gaussian Splatting Need Accurate Volumetric Rendering?
topic Graphics
Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2502.19318