LiDAR-GS:Real-time LiDAR Re-Simulation using Gaussian Splatting
Qifeng Chen, Sheng Yang, Sicong Du, Tao Tang, Rengan Xie, Peng Chen, Yuchi Huo
TL;DR
LiDAR-GS presents a real-time LiDAR re-simulation framework based on Gaussian Splatting that embraces range-view organization, differentiable laser beam splatting via Micro Cross-Section Projection, and Neural Gaussian Representation to model view- and distance-dependent LiDAR properties. By decomposing dynamic instances and applying learnable ray-drop alongside explicit AABB-based projection constraints, the approach achieves high-fidelity depth and intensity reconstruction while maintaining real-time performance on public driving datasets. The combination of these components yields state-of-the-art results versus explicit mesh and NeRF-based LiDAR re-simulation methods, with strong generalization to novel views and dynamic scenes. This work advances data closure and evaluation for autonomous driving by enabling scalable, fast, and accurate LiDAR re-simulation, and it provides publicly available code for broader adoption.
Abstract
We present LiDAR-GS, a Gaussian Splatting (GS) method for real-time, high-fidelity re-simulation of LiDAR scans in public urban road scenes. Recent GS methods proposed for cameras have achieved significant advancements in real-time rendering beyond Neural Radiance Fields (NeRF). However, applying GS representation to LiDAR, an active 3D sensor type, poses several challenges that must be addressed to preserve high accuracy and unique characteristics. Specifically, LiDAR-GS designs a differentiable laser beam splatting, using range-view representation for precise surface splatting by projecting lasers onto micro cross-sections, effectively eliminating artifacts associated with local affine approximations. Furthermore, LiDAR-GS leverages Neural Gaussian Representation, which further integrate view-dependent clues, to represent key LiDAR properties that are influenced by the incident direction and external factors. Combining these practices with some essential adaptations, e.g., dynamic instances decomposition, LiDAR-GS succeeds in simultaneously re-simulating depth, intensity, and ray-drop channels, achieving state-of-the-art results in both rendering frame rate and quality on publically available large scene datasets when compared with the methods using explicit mesh or implicit NeRF. Our source code is publicly available at https://www.github.com/cqf7419/LiDAR-GS.
