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
3D Gaussian Splatting
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Figure 1: Gaussian Splat in Towne 311
History
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A reconstruction technique by analyzing their geometric relationships.
Limitation: details and lighting, open-ended scenes
Solves these problem by introducing deep learning to handle dynamic and open-ended scenes
Problem with NeRFs
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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])
What is a 3D Gaussian?
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A 3D gaussian is defined by:
Training Process
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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.
1st step: Structure from Motion
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Figure 3: (Source: Image taken from ResearchGate)
2nd step: Initialization
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Source: xoft (YouTube)
2nd step: Initialization
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Source: xoft (YouTube)
Problem with Covariance Matrices
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Solution: Use Scaling and Rotation Matrices
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2nd step: Initialization
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Source: xoft (YouTube)
2nd step: Initialization
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Source: xoft (YouTube)
2nd step: Initialization
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Source: xoft (YouTube)
2nd step: Initialization
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Source: xoft (YouTube)
2nd step: Optimization
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Source: xoft (YouTube)
2nd step: Optimization
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Source: xoft (YouTube)
Fast Differentiable Rasterizer
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Figure 5: (Source: Image taken from [1])
Fast Differentiable Rasterizer
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Source: xoft (YouTube)
2nd step: Optimization
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Source: xoft (YouTube)
Loss function is calculated by combining L1 and D-SSIM (Structural Dissimilarity Index)
2nd step: Optimization
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Source: xoft (YouTube)
3rd step: Adaptive Densification
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After every 100 iterations: Densify!
3rd step: Adaptive Densification
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Figure 4: Top row (under reconstruction) and Bottom row (over-reconstruction) (Source: Image taken from [1])
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]]
Results and Analysis
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Very fast!!!!! Reached 197 FPS with similar losses among other methods. [Source: taken from [1]]
Pros
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Limitations
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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.
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