CrowdSplat: Exploring Gaussian Splatting For Crowd Rendering
Xiaohan Sun, Yinghan Xu, John Dingliana, Carol O'Sullivan
TL;DR
CrowdSplat tackles the challenge of real-time rendering of large, realistic crowds by leveraging 3D Gaussian Splatting to represent animated avatars reconstructed from monocular videos. It introduces a two-stage pipeline: avatar reconstruction and crowd synthesis, with LoD and shared Gaussian parameters to reduce memory while maintaining visual fidelity. The system demonstrates 3,500 characters rendered in real time (31 FPS on RTX 4090) using 14 avatar templates and a distance-based Gaussian budget (202k near, 12k mid, 3k far). Quantitative metrics (LPIPS, PSNR) show near-field quality benefits from higher Gaussian counts, while distant views remain visually consistent, and memory usage scales with crowd size. The authors also outline future directions, including hybrid rendering with impostors, perceptual studies, and text-to-crowd generation to broaden applicability.
Abstract
We present CrowdSplat, a novel approach that leverages 3D Gaussian Splatting for real-time, high-quality crowd rendering. Our method utilizes 3D Gaussian functions to represent animated human characters in diverse poses and outfits, which are extracted from monocular videos. We integrate Level of Detail (LoD) rendering to optimize computational efficiency and quality. The CrowdSplat framework consists of two stages: (1) avatar reconstruction and (2) crowd synthesis. The framework is also optimized for GPU memory usage to enhance scalability. Quantitative and qualitative evaluations show that CrowdSplat achieves good levels of rendering quality, memory efficiency, and computational performance. Through the.se experiments, we demonstrate that CrowdSplat is a viable solution for dynamic, realistic crowd simulation in real-time applications.
