SweepEvGS: Event-Based 3D Gaussian Splatting for Macro and Micro Radiance Field Rendering from a Single Sweep
Jingqian Wu, Shuo Zhu, Chutian Wang, Boxin Shi, Edmund Y. Lam
TL;DR
SweepEvGS addresses the bottleneck of dense, high-quality frame capture for radiance-field rendering by integrating monocular event cameras with 3D Gaussian Splatting to synthesize novel views from a single camera sweep. By using the initial static frame plus dense asynchronous events, the method trains an end-to-end pipeline that supervises radiance-field reconstruction with event-derived signals, augmented by a linlog-based luminance difference and a D-SSIM term. The authors demonstrate robustness across synthetic, real-world macro, and real-world microscopic imaging settings, showing substantial gains in rendering quality and orders-of-magnitude improvements in speed and efficiency over NeRF-based approaches. This work highlights the practical potential of event-based radiance-field rendering for dynamic environments, enabling fast, high-fidelity view synthesis with minimal data collection and hardware constraints.
Abstract
Recent advancements in 3D Gaussian Splatting (3D-GS) have demonstrated the potential of using 3D Gaussian primitives for high-speed, high-fidelity, and cost-efficient novel view synthesis from continuously calibrated input views. However, conventional methods require high-frame-rate dense and high-quality sharp images, which are time-consuming and inefficient to capture, especially in dynamic environments. Event cameras, with their high temporal resolution and ability to capture asynchronous brightness changes, offer a promising alternative for more reliable scene reconstruction without motion blur. In this paper, we propose SweepEvGS, a novel hardware-integrated method that leverages event cameras for robust and accurate novel view synthesis across various imaging settings from a single sweep. SweepEvGS utilizes the initial static frame with dense event streams captured during a single camera sweep to effectively reconstruct detailed scene views. We also introduce different real-world hardware imaging systems for real-world data collection and evaluation for future research. We validate the robustness and efficiency of SweepEvGS through experiments in three different imaging settings: synthetic objects, real-world macro-level, and real-world micro-level view synthesis. Our results demonstrate that SweepEvGS surpasses existing methods in visual rendering quality, rendering speed, and computational efficiency, highlighting its potential for dynamic practical applications.
