Published on

Real-Time Radiance Field Rendering with 3D Gaussian Splatting

Authors
  • avatar
    Twitter

3D Gaussian Splatting for Real-Time Radiance Field Rendering

📢 Introduction

Radiance Field methods have revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires costly neural networks, and faster methods trade off speed for quality. In this blog post, we'll explore the 3D Gaussian Splatting method for real-time radiance field rendering, which achieves state-of-the-art visual quality while maintaining competitive training times and enabling high-quality real-time novel-view synthesis at 1080p resolution.

📝 Description

The 3D Gaussian Splatting method introduces three key elements to achieve its goals. First, it represents the scene with 3D Gaussians that preserve desirable properties of continuous volumetric radiance fields for scene optimization while avoiding unnecessary computation in empty space. Second, it performs interleaved optimization and density control of the 3D Gaussians, optimizing anisotropic covariance to achieve an accurate representation of the scene. Third, it develops a fast visibility-aware rendering algorithm that supports anisotropic splatting and accelerates training while allowing real-time rendering.

The official implementation of the method can be found in the repository. The repository also provides reference images used for error metrics and recently created pre-trained models.

🔧 How does it work?

The method uses a PyTorch-based optimizer to produce a 3D Gaussian model from Structure-from-Motion (SfM) inputs. The optimizer requires a CUDA-ready GPU with Compute Capability 7.0+ and 24 GB VRAM (for training to paper evaluation quality). The software requirements include Conda, a C++ compiler for PyTorch extensions, and CUDA SDK 11.

To run the optimizer, you need to provide the path to the COLMAP or NeRF Synthetic dataset using the -s parameter. The optimizer will train the model and store it in the specified model path. You can also add the --eval flag to use a MipNeRF360-style training/test split for evaluation.

The repository also includes a network viewer and a real-time viewer for visualizing the trained models. The network viewer allows you to connect to a running training process, while the real-time viewer renders the trained models in real-time. The viewers have their own hardware and software requirements, which are detailed in the repository.

🚀 Benefits and Use Cases

The 3D Gaussian Splatting method offers several benefits and use cases. It achieves state-of-the-art visual quality while maintaining competitive training times, making it suitable for real-time radiance field rendering. The method allows high-quality real-time novel-view synthesis at 1080p resolution, which can be beneficial for applications such as virtual reality, gaming, and computer graphics.

💡 Future Directions

The 3D Gaussian Splatting method provides a solid foundation for real-time radiance field rendering, but there are still opportunities for improvement. For example, the method could be optimized to reduce the required VRAM, making it more accessible for users with limited resources. Additionally, further research could explore the application of the method to larger and more complex scenes, such as city districts.

🔚 Conclusion

The 3D Gaussian Splatting method offers a powerful solution for real-time radiance field rendering. By representing the scene with 3D Gaussians, optimizing their density and covariance, and developing a fast rendering algorithm, the method achieves state-of-the-art visual quality and enables real-time novel-view synthesis. The official implementation and pre-trained models are available in the repository, allowing users to explore and utilize this cutting-edge technology.

To learn more about the 3D Gaussian Splatting method and access the implementation, visit the repository.

🌐 References