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Paper · arXiv 2403.13806

RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS

Michael Niemeyer, Fabian Manhardt, Marie-Julie Rakotosaona, Michael Oechsle, Daniel Duckworth, Rama Gosula, Keisuke Tateno, John Bates, Dominik Kaeser, Federico Tombari

19 upvotesMarch 20, 2024arXiv 预印本
AI 摘要

RadSplat combines radiance fields and Gaussian splatting for efficient real-time rendering of complex scenes, achieving state-of-the-art performance.

view synthesisreal-time renderingphotorealistic qualityRadiance Field-based methodsGaussian Splatting-based methodsradiance fieldspoint-based scene representationspruning techniquetest-time filtering approach

Abstract

Recent advances in view synthesis and real-time rendering have achieved photorealistic quality at impressive rendering speeds. While Radiance Field-based methods achieve state-of-the-art quality in challenging scenarios such as in-the-wild captures and large-scale scenes, they often suffer from excessively high compute requirements linked to volumetric rendering. Gaussian Splatting-based methods, on the other hand, rely on rasterization and naturally achieve real-time rendering but suffer from brittle optimization heuristics that underperform on more challenging scenes. In this work, we present RadSplat, a lightweight method for robust real-time rendering of complex scenes. Our main contributions are threefold. First, we use radiance fields as a prior and supervision signal for optimizing point-based scene representations, leading to improved quality and more robust optimization. Next, we develop a novel pruning technique reducing the overall point count while maintaining high quality, leading to smaller and more compact scene representations with faster inference speeds. Finally, we propose a novel test-time filtering approach that further accelerates rendering and allows to scale to larger, house-sized scenes. We find that our method enables state-of-the-art synthesis of complex captures at 900+ FPS.

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