3D Gaussian Splatting for Real-Time Radiance Field Rendering
Bernhard Kerbl, Georgios Kopanas, Thomas Leimkühler, George Drettakis
TL;DR
<3-5 sentence high-level summary> The paper tackles the challenge of real-time, high-quality novel-view synthesis for unbounded scenes by introducing a differentiable 3D Gaussian spline representation with anisotropic covariances, initialized from SfM points, and optimized with adaptive density control. A fast, tile-based differentiable rasterizer enables visibility-aware anisotropic splatting that preserves depth order and supports backpropagation across many splats, delivering 1080p rendering at real-time framerates with competitive training times. The approach achieves state-of-the-art-like visual quality on real and synthetic datasets, with substantially faster training than prior SOTA NeRF methods and real-time rendering, making radiance-field rendering practical for interactive use. Limitations include artifacts in poorly observed regions and substantial memory usage during training, but the method offers a promising direction toward real-time, explicit 3D representations for neural rendering.
Abstract
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 (>= 30 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.
