From NeRFs to Gaussian Splats, and Back
Siming He, Zach Osman, Pratik Chaudhari
TL;DR
The paper tackles the challenge of balancing generalization across viewpoints with rendering speed for scene representations in robotics under sparse ego-centric views. It introduces NeRFGS, a bidirectional conversion between implicit NeRF-SH and explicit Gaussian splatting, enabling compact storage and easy edits with minimal retraining. NeRFGS delivers real-time rendering (>$40$ FPS) while retaining NeRF-like quality on novel views after modest fine-tuning (e.g., around $100$ iterations), with conversion costs around $10$ seconds on an RTX $4090$. Experiments on Aspen, Giannini Hall, Wissahickon, and Locust Walk show that NeRFGS often surpasses NeRF-SH and GS baselines in PSNR, SSIM, and LPIPS on dissimilar views and supports editing workflows such as removing a lamp post via GS editing.
Abstract
For robotics applications where there is a limited number of (typically ego-centric) views, parametric representations such as neural radiance fields (NeRFs) generalize better than non-parametric ones such as Gaussian splatting (GS) to views that are very different from those in the training data; GS however can render much faster than NeRFs. We develop a procedure to convert back and forth between the two. Our approach achieves the best of both NeRFs (superior PSNR, SSIM, and LPIPS on dissimilar views, and a compact representation) and GS (real-time rendering and ability for easily modifying the representation); the computational cost of these conversions is minor compared to training the two from scratch.
