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        "title": "Does 3D Gaussian Splatting Need Accurate Volumetric Rendering?",
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        "abstract": "Since its introduction, 3D Gaussian Splatting (3DGS) has become an important reference method for learning 3D representations of a captured scene, allowing real-time novel-view synthesis with high visual quality and fast training times. Neural Radiance Fields (NeRFs), which preceded 3DGS, are based on a principled ray-marching approach for volumetric rendering. In contrast, while sharing a similar image formation model with NeRF, 3DGS uses a hybrid rendering solution that builds on the strengths of volume rendering and primitive rasterization. A crucial benefit of 3DGS is its performance, achieved through a set of approximations, in many cases with respect to volumetric rendering theory. A naturally arising question is whether replacing these approximations with more principled volumetric rendering solutions can improve the quality of 3DGS. In this paper, we present an in-depth analysis of the various approximations and assumptions used by the original 3DGS solution. We demonstrate that, while more accurate volumetric rendering can help for low numbers of primitives, the power of efficient optimization and the large number of Gaussians allows 3DGS to outperform volumetric rendering despite its approximations.",
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        "title": "Automated Prioritization for Context-Aware Re-rendering in Editing",
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        "abstract": "Real-time Monte Carlo path tracing has become a feasible option for interactive 3D scene editing due to recent advancements in GPU ray tracing performance, as well as (AI-accelerated) denoising techniques. While it is thus gaining increasing support in popular modeling software, even minor edits such as adjusting materials or moving small objects typically require current solutions to discard previous samples and restart the image formation process from scratch. A recent solution introduced two adaptive, priority-based re-rendering techniques implementing incremental updates while focusing first on reconstructing regions of high importance and gradually addressing less critical areas. An extensive user study compared these prioritized renderings with conventional same-time re-rendering to evaluate their effectiveness for interactive scene editing. Results indicate a significant preference for incremental rendering techniques for editing small objects over traditional full-screen re-rendering with denoising, even with basic priority policies. Building upon these results, we revisit the underlying design choices and derive more sophisticated priority policies that respect global illumination effects (shadows and reflections) as well as employing attention-based techniques (based either on eye tracking to prioritize areas in the user’s gaze or, alternatively, using the cursor position).",
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        "title": "Real-Time Decompression and Rasterization of Massive Point Clouds",
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        "abstract": "Large-scale capturing of real-world scenes as 3D point clouds (e.g., using LIDAR scanning) generates billions of points that are challenging to visualize. High storage requirements prevent the quick and easy inspection of captured datasets on user-grade hardware. The fastest real-time rendering methods are limited by the available GPU memory and render only around 1 billion points interactively. We show that we can achieve state-of-the-art in both while simultaneously supporting datasets that surpass the capabilities of other methods. We present an on-the-fly point cloud decompression scheme that tightly integrates with software rasterization to reduce on-chip memory requirements by more than 4×. Our method compresses geometry losslessly and provides high visual quality at real-time framerates. We use a GPU-friendly, clipped Huffman encoding for compression. Point clouds are divided into equal-sized batches, which are Huffman-encoded independently. Batches are further subdivided to form easy-to-consume streams of data for massively parallel execution. The compressed point clouds are stored in an access-aware manner to achieve coherent GPU memory access and a high L1 cache hit rate at render time. Our approach can decompress and rasterize up to 120 million Huffman-encoded points per millisecond on-the-fly. We evaluate the quality and performance of our approach on various large datasets against the fastest competing methods. Our approach renders massive 3D point clouds at competitive frame rates and visual quality while consuming significantly less memory, thus unlocking unprecedented performance for the visualization of challenging datasets on commodity GPUs.",
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        "title": "A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets",
        "date": "2024-07-19",
        "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.",
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        "title": "Reducing the Memory Footprint of 3D Gaussian Splatting",
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        "abstract": "3D Gaussian splatting provides excellent visual quality for novel view synthesis, with fast training and realtime rendering; unfortunately, the memory requirements of this method for storing and transmission are unreasonably high. We first analyze the reasons for this, identifying three main areas where storage can be reduced: the number of 3D Gaussian primitives used to represent a scene, the number of coefficients for the spherical harmonics used to represent directional radiance, and the precision required to store Gaussian primitive attributes. We present a solution to each of these issues. First, we propose an efficient, resolution-aware primitive pruning approach, reducing the primitive count by half. Second, we introduce an adaptive adjustment method to choose the number of coefficients used to represent directional radiance for each Gaussian primitive, and finally a codebook-based quantization method, together with a half-float representation for further memory reduction. Taken together, these three components result in a x27 reduction in overall size on disk on the standard datasets we tested, along with a x1.7 speedup in rendering speed. We demonstrate our method on standard datasets and show how our solution results in significantly reduced download times when using the method on a mobile device (see Fig. 1).",
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        "title": "Fast Rendering of Parametric Objects on Modern GPUs",
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        "abstract": "Parametric functions are an extremely efficient representation for 3D geometry, capable of compactly modelling highly complex objects. Once specified, parametric 3D objects allow for visualization at arbitrary levels of detail, at no additional memory cost, limited only by the amount of evaluated samples. However, mapping the sample evaluation to the hardware rendering pipelines of modern graphics processing units (GPUs) is not trivial. This has given rise to several specialized solutions, each targeting interactive rendering of a constrained set of parametric functions. In this paper, we propose a general method for efficient rendering of parametrically defined 3D objects. Our solution is carefully designed around modern hardware architecture. Our method adaptively analyzes, allocates and evaluates parametric function samples to produce high-quality renderings. Geometric precision can be modulated from few pixels down to sub-pixel level, enabling real-time frame rates of several 100 frames per second (FPS) for various parametric functions. We propose a dedicated level-of-detail (LOD) stage, which outputs patches of similar geometric detail to a subsequent rendering stage that uses either a hardware tessellation-based approach or performs point-based softare rasterization. Our method requires neither preprocessing nor caching, and the proposed LOD mechanism is fast enough to run each frame. Hence, our approach also lends itself to animated parametric objects. We demonstrate the benefits of our method over a state-of-the-art spherical harmonics (SH) glyph rendering method, while showing its flexibility on a range of other demanding shapes.",
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        "title": "Real-Time Editing of Path-Traced Scenes with Prioritized Re-Rendering",
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        "abstract": "With recent developments in GPU ray tracing performance and (AI-accelerated) noise reduction techniques, Monte Carlo Path Tracing at real-time rates becomes a viable solution for interactive 3D scene editing, with growing support in popular software. However, even for minor edits (e.g., adjusting materials or moving small objects), current solutions usually discard previous samples and the image formation process is started from scratch. In this paper, we present two adaptive, priority-based re-rendering techniques with incremental updates, prioritizing the reconstruction of regions with high importance, before gradually moving to less important regions. The suggested methods automatically identify and schedule sampling and accumulation of immediately affected regions. An extensive user study analyzes whether such prioritized renderings are beneficial to interactive scene editing, comparing them with same-time conventional re-rendering. Our evaluation shows that even with simple prio rity policies, there is a significant preference for such incremental rendering techniques for interactive editing of small objects over full-screen re-rendering with denoising.",
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