Information
- Publication Type: Journal Paper with Conference Talk
- Workgroup(s)/Project(s):
- Date: July 2024
- Journal: ACM Transactions on Graphics
- Volume: 43
- Number: 4
- Location: Denver, USA
- Lecturer: Andréas Meuleman
- Article Number: 62
- ISSN: 1557-7368
- Event: ACM SIGGRAPH 2024
- DOI: 10.1145/3658160
- Pages: 15
- Publisher: ASSOC COMPUTING MACHINERY
- Conference date: 28. July 2024 – 1. August 2024
- Pages: 1 – 15
- Keywords: real-time rendering, 3d gaussian splatting, level-of-detail, Large Scenes
Abstract
Novel view synthesis has seen major advances in recent years, with 3D Gaussian splatting offering an excellent level of visual quality, fast training and real-time rendering. However, the resources needed for training and rendering inevitably limit the size of the captured scenes that can be represented with good visual quality. We introduce a hierarchy of 3D Gaussians that preserves visual quality for very large scenes, while offering an efficient Level-of-Detail (LOD) solution for efficient rendering of distant content with effective level selection and smooth transitions between levels. We introduce a divide-and-conquer approach that allows us to train very large scenes in independent chunks. We consolidate the chunks into a hierarchy that can be optimized to further improve visual quality of Gaussians merged into intermediate nodes. Very large captures typically have sparse coverage of the scene, presenting many challenges to the original 3D Gaussian splatting training method; we adapt and regularize training to account for these issues. We present a complete solution, that enables real-time rendering of very large scenes and can adapt to available resources thanks to our LOD method. We show results for captured scenes with up to tens of thousands of images with a simple and affordable rig, covering trajectories of up to several kilometers and lasting up to one hour.Additional Files and Images
Weblinks
BibTeX
@article{kerbl-2024-ah3,
title = "A Hierarchical 3D Gaussian Representation for Real-Time
Rendering of Very Large Datasets",
author = "Bernhard Kerbl and Andr\'{e}as Meuleman and Georgios Kopanas
and Michael Wimmer and Alexandre Lanvin and G. Drettakis",
year = "2024",
abstract = "Novel view synthesis has seen major advances in recent
years, with 3D Gaussian splatting offering an excellent
level of visual quality, fast training and real-time
rendering. However, the resources needed for training and
rendering inevitably limit the size of the captured scenes
that can be represented with good visual quality. We
introduce a hierarchy of 3D Gaussians that preserves visual
quality for very large scenes, while offering an efficient
Level-of-Detail (LOD) solution for efficient rendering of
distant content with effective level selection and smooth
transitions between levels. We introduce a
divide-and-conquer approach that allows us to train very
large scenes in independent chunks. We consolidate the
chunks into a hierarchy that can be optimized to further
improve visual quality of Gaussians merged into intermediate
nodes. Very large captures typically have sparse coverage of
the scene, presenting many challenges to the original 3D
Gaussian splatting training method; we adapt and regularize
training to account for these issues. We present a complete
solution, that enables real-time rendering of very large
scenes and can adapt to available resources thanks to our
LOD method. We show results for captured scenes with up to
tens of thousands of images with a simple and affordable
rig, covering trajectories of up to several kilometers and
lasting up to one hour.",
month = jul,
journal = "ACM Transactions on Graphics",
volume = "43",
number = "4",
articleno = "62",
issn = "1557-7368",
doi = "10.1145/3658160",
pages = "15",
publisher = "ASSOC COMPUTING MACHINERY",
pages = "1--15",
keywords = "real-time rendering, 3d gaussian splatting, level-of-detail,
Large Scenes",
URL = "https://www.cg.tuwien.ac.at/research/publications/2024/kerbl-2024-ah3/",
}