Rendering Anywhere You See: Renderability Field-guided Gaussian Splatting
Xiaofeng Jin, Yan Fang, Matteo Frosi, Jianfei Ge, Jiangjian Xiao, Matteo Matteucci
TL;DR
This work addresses the instability of scene view synthesis under non-uniform, wide-baseline observations by introducing RF-GS, a framework that uses a renderability field to guide pseudo-view sampling and improve coverage. It combines point-projection based inputs with an image restoration network (NAFNet) to convert sparse geometric information into color-consistent views, followed by a two-stage Gaussian primitive optimization that balances global consistency and fine-detail realism. The approach is validated on synthetic and real-world indoor/outdoor data, demonstrating enhanced rendering stability and generalization over prior 3D Gaussian Splatting and related methods, with a new stability metric SDP to capture performance variance. Overall, RF-GS provides a practical pathway toward robust, free-scene rendering suitable for VR/AR and robotics applications.
Abstract
Scene view synthesis, which generates novel views from limited perspectives, is increasingly vital for applications like virtual reality, augmented reality, and robotics. Unlike object-based tasks, such as generating 360° views of a car, scene view synthesis handles entire environments where non-uniform observations pose unique challenges for stable rendering quality. To address this issue, we propose a novel approach: renderability field-guided gaussian splatting (RF-GS). This method quantifies input inhomogeneity through a renderability field, guiding pseudo-view sampling to enhanced visual consistency. To ensure the quality of wide-baseline pseudo-views, we train an image restoration model to map point projections to visible-light styles. Additionally, our validated hybrid data optimization strategy effectively fuses information of pseudo-view angles and source view textures. Comparative experiments on simulated and real-world data show that our method outperforms existing approaches in rendering stability.
