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3D Gaussian Splatting for Real-Time Radiance Field Rendering Bernhard Kerbl*, Georgios Kopanas*, Thomas Leimkühler, George Drettakis (*indicates equal contribution)ACM Transactions on Graphics, 2023

Daniel Alexander (alexdan@seas.upenn.edu)

September 9, 2024

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3D Gaussian Splatting

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Figure 1: Gaussian Splat in Towne 311

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History

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  • Photogrammetry

A reconstruction technique by analyzing their geometric relationships.

Limitation: details and lighting, open-ended scenes

  • NeRF (Neural Radiance Fields)

Solves these problem by introducing deep learning to handle dynamic and open-ended scenes

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Problem with NeRFs

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  • Computationally expensive!

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Enter Gaussian Splatting!

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Figure 2: Starting from a sparse Structure-from-Motion (SfM) point cloud, the optimization process used a fast tile-based renderer and generates a set of 3D Gaussians, and their density is adaptively controlled. (Source: Image taken from [1])

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What is a 3D Gaussian?

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A 3D gaussian is defined by:

  • Position (Mean μ): location (XYZ)
  • Covariance Matrix (Σ): rotation and scaling
  • Opacity (𝛼): Transparency
  • Color (RGB) or Spherical Harmonics (SH) coefficients

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Training Process

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  • Structure from Motion (SfM) initialization
  • Gradient Descent for Parameter Optimization
  • Adaptive Densification

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Training Process

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1st step: Structure from Motion

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Structure from Motion (SfM) is a computer vision technique that reconstructs a three-dimensional scene from a set of two-dimensional images or video frames. The process involves camera motion estimation and 3D structure reconstruction.

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1st step: Structure from Motion

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Figure 3: (Source: Image taken from ResearchGate)

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2nd step: Initialization

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Source: xoft (YouTube)

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2nd step: Initialization

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Source: xoft (YouTube)

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Problem with Covariance Matrices

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  • To render 3D shapes onto a 2D surface, the covariance matrices must be positive semi-definite in order to behave properly in space. Therefore, we cannot use gradient descent as they would mess up gaussians’ appearances

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Solution: Use Scaling and Rotation Matrices

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  • S is a diagonal scaling matrix with 3 parameters for scale
  • R is a 3x3 rotation matrix analytically expressed with 4 quaternions

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2nd step: Initialization

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Source: xoft (YouTube)

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2nd step: Initialization

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Source: xoft (YouTube)

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2nd step: Initialization

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Source: xoft (YouTube)

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2nd step: Initialization

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Source: xoft (YouTube)

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2nd step: Optimization

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Source: xoft (YouTube)

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2nd step: Optimization

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Source: xoft (YouTube)

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Fast Differentiable Rasterizer

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Figure 5: (Source: Image taken from [1])

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Fast Differentiable Rasterizer

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Source: xoft (YouTube)

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2nd step: Optimization

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Source: xoft (YouTube)

Loss function is calculated by combining L1 and D-SSIM (Structural Dissimilarity Index)

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2nd step: Optimization

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Source: xoft (YouTube)

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3rd step: Adaptive Densification

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After every 100 iterations: Densify!

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3rd step: Adaptive Densification

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Figure 4: Top row (under reconstruction) and Bottom row (over-reconstruction) (Source: Image taken from [1])

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Results and Analysis

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A side-by-side comparison of previous high-quality representations and Gaussian Splatting (marked as “Ours”) in terms of rendering speed (fps), training time (min), and visual quality (Peak signal-to-noise ratio, the higher the better) [Source: taken from [1]]

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Results and Analysis

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Very fast!!!!! Reached 197 FPS with similar losses among other methods. [Source: taken from [1]]

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Pros

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  • Very fast and accurate!

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Limitations

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  • Struggles with smooth surfaces
  • Artifacts like elongated or “splotchy” Gaussians
  • Popping artifacts when creating large Gaussians, particularly in regions with view-dependent appearances.
  • Introducing “Floaters” that cannot be removed by optimization.
  • GPU memory consumption

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Short Demo

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References

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[1] Kerbl, B., Kopanas, G., Leimkühler, T., & Drettakis, G. (2023). 3D Gaussian Splatting for Real-Time Radiance Field Rendering. SIGGRAPH 2023.

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Resources

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3D Gaussian Splatting for Real-Time Radiance Field Rendering Bernhard Kerbl*, Georgios Kopanas*, Thomas Leimkühler, George Drettakis (*indicates equal contribution)ACM Transactions on Graphics, 2023

Daniel Alexander (alexdan@seas.upenn.edu)

September 9, 2024