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[Paper Note] 3D Gaussian Splatting for Real-Time Radiance Field Rendering

3D Gaussian Splatting for Real-Time Radiance Field Rendering

3D Gaussian Splatting (3DGS) aims to solve the problem of expensive neural network training and inference in NeRF, enabling real-time rendering.

It avoids the need for random sampling used in NeRF, significantly accelerating the rendering process.

Related Work

Existing NeRF Acceleration Methods

Point-based Methods and Radiance Fields

Point-based α\alpha-blending and NeRF-style volumetric rendering use similar rendering techniques. However, NeRF is continuous and requires random sampling.

Method

fig2

The input consists of a set of images of a static scene, a point cloud produced by Structure-from-Motion (SfM), and the camera poses/intrinsics provided by SfM.

Each 3D Gaussian is defined by:

3D Gaussians act as primitives for differentiable volume rendering. They are unstructured and highly efficient for fast rendering.

Projecting the Covariance Matrix

To project the covariance matrix from world space to camera space:

The covariance matrix must be positive semi-definite. To ensure this during gradient descent, it is decomposed into:

To simplify backpropagation and improve numerical stability, gradients for all parameters are derived explicitly.

Optimization

Adaptive Control of Gaussians

fig4

The optimization process adds or deletes 3D Gaussians periodically:

Handling Under-reconstruction

Handling Over-reconstruction

Pruning

Efficient Rendering

Hardware Optimizations

Training Details

Ablation Study

Limitations

reference