RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS

πŸ“… 2024-03-20
πŸ›οΈ arXiv.org
πŸ“ˆ Citations: 45
✨ Influential: 7
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πŸ€– AI Summary
Existing radiance field methods achieve high rendering quality but suffer from substantial computational overhead, whereas Gaussian splatting enables real-time rendering yet lacks optimization robustness in complex scenes. This paper proposes a novel radiance-field-guided Gaussian splatting optimization paradigm: leveraging a pre-trained radiance field as a structural prior to supervise adaptive Gaussian point cloud optimization; incorporating dynamic point cloud pruning and test-time spatial filtering to achieve compact representation and scalable rendering; and integrating rasterization acceleration for enhanced inference efficiency. Evaluated on challenging outdoor and room-scale scenes, our method achieves over 900 FPS real-time rendering, surpassing state-of-the-art methods in PSNR and SSIM, while significantly reducing GPU memory consumption and FLOPsβ€”thereby unifying high fidelity, robust optimization, and computational efficiency.

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Application Category

πŸ“ Abstract
Recent advances in view synthesis and real-time rendering have achieved photorealistic quality at impressive rendering speeds. While Radiance Field-based methods achieve state-of-the-art quality in challenging scenarios such as in-the-wild captures and large-scale scenes, they often suffer from excessively high compute requirements linked to volumetric rendering. Gaussian Splatting-based methods, on the other hand, rely on rasterization and naturally achieve real-time rendering but suffer from brittle optimization heuristics that underperform on more challenging scenes. In this work, we present RadSplat, a lightweight method for robust real-time rendering of complex scenes. Our main contributions are threefold. First, we use radiance fields as a prior and supervision signal for optimizing point-based scene representations, leading to improved quality and more robust optimization. Next, we develop a novel pruning technique reducing the overall point count while maintaining high quality, leading to smaller and more compact scene representations with faster inference speeds. Finally, we propose a novel test-time filtering approach that further accelerates rendering and allows to scale to larger, house-sized scenes. We find that our method enables state-of-the-art synthesis of complex captures at 900+ FPS.
Problem

Research questions and friction points this paper is trying to address.

Achieve robust real-time rendering for complex scenes
Reduce compute requirements of volumetric rendering methods
Improve optimization robustness in challenging scene captures
Innovation

Methods, ideas, or system contributions that make the work stand out.

Radiance field prior for robust point optimization
Novel pruning for compact scene representation
Test-time filtering for accelerated large-scale rendering
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