Isotropic Gaussian Splatting for Real-Time Radiance Field Rendering
Yuanhao Gong, Lantao Yu, Guanghui Yue
TL;DR
The paper addresses real-time radiance-field rendering by replacing anisotropic Gaussian kernels with scale-adaptive isotropic kernels in 3D Gaussian splatting. The approach uses a tree-based initialization and a two-stage optimization to minimize a combined $\ell_1$ and SSIM loss, achieving significant speedups without compromising geometry. Key contributions include demonstrating that isotropic kernels can be efficiently managed across multiscale representations, and that a $\sim100\times$ acceleration is achievable in practice. This work enables faster rendering and training for large-scale 3D scenes, with potential impact on 3D reconstruction, view synthesis, and dynamic object modeling.
Abstract
The 3D Gaussian splatting method has drawn a lot of attention, thanks to its high performance in training and high quality of the rendered image. However, it uses anisotropic Gaussian kernels to represent the scene. Although such anisotropic kernels have advantages in representing the geometry, they lead to difficulties in terms of computation, such as splitting or merging two kernels. In this paper, we propose to use isotropic Gaussian kernels to avoid such difficulties in the computation, leading to a higher performance method. The experiments confirm that the proposed method is about {\bf 100X} faster without losing the geometry representation accuracy. The proposed method can be applied in a large range applications where the radiance field is needed, such as 3D reconstruction, view synthesis, and dynamic object modeling.
