3D Gaussian Splatting for Real-Time Radiance Field Rendering

Ғылым және технология

SIGGRAPH 2023
(ACM Transactions on Graphics)
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repo-sam.inria.fr/fungraph/3d...
Radiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For unbounded and complete scenes (rather than isolated objects) and 1080p resolution rendering, no current method can achieve real-time display rates.
We introduce three key elements that allow us to achieve state-of-the-art visual quality while maintaining competitive training times and importantly allow high-quality real-time (≥ 100 fps) novel-view synthesis at 1080p resolution.
First, starting from sparse points produced during camera calibration, we represent 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, we perform interleaved optimization/density control of the 3D Gaussians, notably optimizing anisotropic covariance to achieve an accurate representation of the scene; Third, we develop a fast visibility-aware rendering algorithm that supports anisotropic splatting and both accelerates training and allows realtime rendering. We demonstrate state-of-the-art visual quality and real-time rendering on several established datasets.

Пікірлер: 58

  • @shottysteve
    @shottysteve9 ай бұрын

    What a time to be alive!

  • @sitkinator
    @sitkinator Жыл бұрын

    Now this is epic.

  • @nitisharora41
    @nitisharora414 күн бұрын

    Very simplistic explanation.

  • @bilyyj
    @bilyyj2 ай бұрын

    Oh my God. I'm shaking right now

  • @jajajinks1569
    @jajajinks15699 ай бұрын

    Wtf this is like pure magic. Amazing work, can’t wait to see it in action!!

  • @artispeedy
    @artispeedy Жыл бұрын

    This is insane. Good work.

  • @oliviercampagne1726
    @oliviercampagne17269 ай бұрын

    can we say that is just amazing !!

  • @NiallHorn
    @NiallHorn Жыл бұрын

    Really impressive, congrats.

  • @hubertwojniak5541
    @hubertwojniak55418 ай бұрын

    That's amazing! Good job : O

  • @samsoulee
    @samsoulee9 ай бұрын

    The future of photography 😱

  • @chucktrier
    @chucktrier Жыл бұрын

    Wow Awesome work looks stunning! I would love to do a Vulkan implementation.

  • @deadbeat_genius_daydreamer
    @deadbeat_genius_daydreamer9 ай бұрын

    C'est magnifique

  • @mr.critic
    @mr.critic7 ай бұрын

    Mind blowing

  • @akiray1999
    @akiray199910 ай бұрын

    amazing

  • @MonsterJuiced
    @MonsterJuiced11 ай бұрын

    What an incredible achievement, how do I get my hands on this? :o

  • @Instant_Nerf
    @Instant_Nerf9 ай бұрын

    The future will be representation. I wonder if there is enough viewing angles on smartphones for real time representation.. or maybe a sort of setup with multiple cameras? Or maybe the LiDAR on an iPhone has enough depth for representation ?

  • @ShaharHarshuv
    @ShaharHarshuv9 ай бұрын

    I don't understand any of the technical terms but that looks like dark magic to me. This is like, good enough to use in high end films now.

  • @saltmuffinLGDPS
    @saltmuffinLGDPS8 ай бұрын

    every damn day we get closer to a hype realistic optimized vr game

  • @CornuDev
    @CornuDev8 ай бұрын

    Amazing

  • @AlexTuduran
    @AlexTuduran8 ай бұрын

    The future of gaming just got set.

  • @gridvid
    @gridvid9 ай бұрын

    Waiting for this rendering tech to be available in Blender, Unreal and Unity 😊

  • @trollenz

    @trollenz

    7 ай бұрын

    I've seen plugins for unreal and unity

  • @theishiopian68
    @theishiopian689 ай бұрын

    Every day we get closer to the holodeck

  • @tehwayniac
    @tehwayniac Жыл бұрын

    This is amazing! Since it's able to render orders of magnitude faster, is it also able to capture moving objects in the camera view?

  • @dan_obie

    @dan_obie

    9 ай бұрын

    I'm interested in this as well. I imagine that the moving object would ultimately be considered noise and be culled. What happens to leaves and tree branches as they move during image capture?

  • @Fiwiipe
    @Fiwiipe9 ай бұрын

    Waiting for a tutorial for how to setup 😍

  • @greg.skvortsov
    @greg.skvortsov9 ай бұрын

    Just imagine the future: an instant 3D models mrom a mobile phone camera!

  • @WhiteDragon103
    @WhiteDragon103 Жыл бұрын

    How are non-lambertian (i.e. viewpoint dependent) effects, like fresnel, specular, etc. achieved with this approach? It appears as though the technique struggles to represent glass (e.g. the reflections and transparency of the windscreen as shown in the project page). I suppose one approach may be to optimize spherical harmonics coefficients which are later pruned after training, though this may result in really bad ringing. Or you could have a "cone of influence" (cone orientation quaternion, anisotropic cone fov) that defines the opacity of a given gaussian depending on the viewing angle. Unfortunately this would likely massively increase the number of gaussians you'd need for certain surfaces, and you may need to know how many to allocate for these surfaces ahead of time for initialization. Third, you could have a very sparse voxel grid of learned functions that converts the viewing angle from the gaussian center position, and the gaussian center position within the voxel cell, to rgba. This may be the fastest, as you'd only need to evaluate this once per gaussian per frame, not per pixel.

  • @arsenurano4164

    @arsenurano4164

    10 ай бұрын

    It's written in the paper, sh coefficients is optimized during training too

  • @zodchiy3d
    @zodchiy3d9 ай бұрын

    Awesome! I want to see those scenes in VR! 🥽

  • @c016smith52

    @c016smith52

    9 ай бұрын

    Me too, I hope this is something that could port into something on Quest, via Unity/VR or otherwise!

  • @naninano8813
    @naninano88139 ай бұрын

    finally something that is easy to interpret and to work with. no idea how come they are able tor render novel views that fast. if every scene has >100k splats, I would pre-render them into bilboard sprites, but how come reflections are so good?

  • @LeePenkman

    @LeePenkman

    9 ай бұрын

    The colours are stored with some extra view dependant properties which I think helps

  • @naninano8813

    @naninano8813

    8 ай бұрын

    @@LeePenkman I since found out that one of splat's parameters (also learned) are spherical harmonic coefficients. and there is a marvelous breakdown of all the math in "Spherical Harmonic Lighting: The Gritty Details". easy read. still reading it.

  • @adhirajdeshmukh6813

    @adhirajdeshmukh6813

    6 ай бұрын

    @@naninano8813 Thanks for referring this.

  • @TESRG35
    @TESRG3522 күн бұрын

    1. Wouldn't it be more accurate to compare 3dgs to nerf when both are either initialized at random or both with sfm points? 2. Since this method is based on rendering and not ray tracing, how can it do such a good job at modeling the sun reflecting of a shiny object like the countertop only at certain angles?

  • @VitaliyHAN
    @VitaliyHAN9 ай бұрын

    wow

  • @kelligwamtwa3958
    @kelligwamtwa39588 ай бұрын

    🤯

  • @TedHolmwood
    @TedHolmwood7 ай бұрын

    Will this be available for public/professional use soon?

  • @v000000000000v
    @v000000000000v11 ай бұрын

    any comparisons with mobilenerf?

  • 8 ай бұрын

    can we generate the point cloud instead of capture it from real life? i'm thinking of game development use cases

  • @SonicEclipse456
    @SonicEclipse45615 күн бұрын

    Cyberpunk 2077 brain dance irl

  • @lunaletuna
    @lunaletuna9 ай бұрын

    I wonder if you could say train an ai on Gaussian splatters of animals that come from the input of dna sequences if you could get it to output mammoths

  • @Universaa

    @Universaa

    9 ай бұрын

    it will certainly be intriguing.

  • @Dragonblood94
    @Dragonblood948 ай бұрын

    Streetview is about to become the biggest game map ever

  • @ElQaheryProductions
    @ElQaheryProductions9 ай бұрын

    what gets optimized during backprop?

  • @elfferich1212

    @elfferich1212

    9 ай бұрын

    gaussians

  • @andybrice2711

    @andybrice2711

    9 ай бұрын

    Essentially: A cloud of blurry ellipses. Their dimensions and rotations, and what colour they appear from different viewing angles.

  • @ElQaheryProductions

    @ElQaheryProductions

    9 ай бұрын

    @@andybrice2711 thanks!

  • @homarslamson
    @homarslamson9 ай бұрын

    in the 90s

  • @FrankHarwald
    @FrankHarwald9 ай бұрын

    Problem: neither PSNR nor plain SSIM, while very easy to compute, are particular good measures for subjective image similarities - someone better run these tests with more meaningful metrics like MS-SSIM & VMAF (which on top of being more close to human perception of visual differences are also used in many existing image quality, restoration & compression tests).

  • @SexualChocolate
    @SexualChocolate8 ай бұрын

    Can anyone say unlimited detail?

  • @Seercho
    @Seercho5 ай бұрын

    Deckard: Enhance...

  • @ewerybody
    @ewerybody9 ай бұрын

    What's a gaussian? 😐

  • @andybrice2711

    @andybrice2711

    9 ай бұрын

    In this context: Basically a blurry egg-shape floating in space.

  • @drdca8263

    @drdca8263

    8 ай бұрын

    A Gaussian is the bell curve shape (or a 2D or 3D or etc. version of this)

  • @JibbSmartGD
    @JibbSmartGD Жыл бұрын

    What a time to be alive!

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