RDG-GS: Relative Depth Guidance with Gaussian Splatting for Real-time Sparse-View 3D Rendering
Chenlu Zhan, Yufei Zhang, Yu Lin, Gaoang Wang, Hongwei Wang
TL;DR
RDG-GS tackles sparse-view 3D rendering by introducing Relative Depth Guidance to refine a Gaussian Splatting representation. It combines refined depth priors that integrate global and local image cues with a relative depth guidance loss that aligns depth-image relationships across patches, plus an adaptive sampling strategy to densify initialization in regions with high training error. The method yields state-of-the-art rendering quality and real-time performance across Mip-NeRF360, LLFF, DTU, and Blender datasets, substantially improving geometry accuracy and texture fidelity under sparse views. This approach mitigates dependence on single-view monocular depth, enhances view-consistent geometry, and offers practical benefits for real-world sparse-view applications.
Abstract
Efficiently synthesizing novel views from sparse inputs while maintaining accuracy remains a critical challenge in 3D reconstruction. While advanced techniques like radiance fields and 3D Gaussian Splatting achieve rendering quality and impressive efficiency with dense view inputs, they suffer from significant geometric reconstruction errors when applied to sparse input views. Moreover, although recent methods leverage monocular depth estimation to enhance geometric learning, their dependence on single-view estimated depth often leads to view inconsistency issues across different viewpoints. Consequently, this reliance on absolute depth can introduce inaccuracies in geometric information, ultimately compromising the quality of scene reconstruction with Gaussian splats. In this paper, we present RDG-GS, a novel sparse-view 3D rendering framework with Relative Depth Guidance based on 3D Gaussian Splatting. The core innovation lies in utilizing relative depth guidance to refine the Gaussian field, steering it towards view-consistent spatial geometric representations, thereby enabling the reconstruction of accurate geometric structures and capturing intricate textures. First, we devise refined depth priors to rectify the coarse estimated depth and insert global and fine-grained scene information to regular Gaussians. Building on this, to address spatial geometric inaccuracies from absolute depth, we propose relative depth guidance by optimizing the similarity between spatially correlated patches of depth and images. Additionally, we also directly deal with the sparse areas challenging to converge by the adaptive sampling for quick densification. Across extensive experiments on Mip-NeRF360, LLFF, DTU, and Blender, RDG-GS demonstrates state-of-the-art rendering quality and efficiency, making a significant advancement for real-world application.
