3D Gaussian Splatting for Real-Time Radiance Field Rendering (2023)
Radiance Field methods have recently revolutionized novel-view synthesis
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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.
View-dependent effects such as reflections pose a substantial challenge for image-based and neural rendering algorithms. Above all, curved reflectors are particularly hard, as they lead to highly non-linear reflection flows as the camera moves.
We introduce a new point-based representation to compute Neural Point Catacaustics allowing novel-view synthesis of scenes with curved reflectors, from a set of casually-captured input photos. At the core of our method is a neural warp field that models catacaustic trajectories of reflections, so complex specular effects can be rendered using efficient point splatting in conjunction with a neural renderer. One of our key contributions is the explicit representation of reflections with a reflection point cloud which is displaced by the neural warp field, and a primary point cloud which is optimized to represent the rest of the scene. After a short manual annotation step, our approach allows interactive high-quality renderings of novel views with accurate reflection flow.
Additionally, the explicit representation of reflection flow supports several forms of scene manipulation in captured scenes, such as reflection editing, cloning of specular objects, reflection tracking across views, and comfortable stereo viewing.
We tested our algorithm on a total of 13 real scenes taken from previously published datasets and the synthetic Blender dataset. In particular, we tested our approach on the full set of scenes presented in Mip-Nerf360 [Barron 2022], which is the current state of the art in NeRF rendering quality, two scenes from the Tanks and Temples dataset [Knapitsch 2017] and two scenes provided by Deep Blending [Hedman 2018]. For the full evaluation please check the paper and the supplemental.
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