RayGauss: Volumetric Gaussian-Based Ray Casting for Photorealistic Novel View Synthesis

📅 2024-08-06
🏛️ arXiv.org
📈 Citations: 1
Influential: 0
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🤖 AI Summary
Differentiable ray casting on irregularly distributed Gaussian kernels suffers from severe rendering artifacts (e.g., splatter) and low efficiency in novel-view synthesis. Method: We propose a voxelized Gaussian modeling framework that establishes, for the first time, a physically consistent, density-radiance decoupled differentiable ray casting model. Our approach introduces hierarchical voxel slab integration with BVH acceleration for efficient and accurate volumetric rendering; jointly represents full-spectrum color using spherical Gaussians and spherical harmonics; and co-optimizes Gaussian geometry and radiance properties. Contribution/Results: On the Blender dataset, our method achieves real-time inference at 25 FPS with reasonable training efficiency. It significantly outperforms state-of-the-art methods in PSNR and SSIM while effectively suppressing splatter artifacts. This work bridges a critical gap between differentiable ray casting and Gaussian-based scene representation.

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📝 Abstract
Differentiable volumetric rendering-based methods made significant progress in novel view synthesis. On one hand, innovative methods have replaced the Neural Radiance Fields (NeRF) network with locally parameterized structures, enabling high-quality renderings in a reasonable time. On the other hand, approaches have used differentiable splatting instead of NeRF's ray casting to optimize radiance fields rapidly using Gaussian kernels, allowing for fine adaptation to the scene. However, differentiable ray casting of irregularly spaced kernels has been scarcely explored, while splatting, despite enabling fast rendering times, is susceptible to clearly visible artifacts. Our work closes this gap by providing a physically consistent formulation of the emitted radiance c and density {sigma}, decomposed with Gaussian functions associated with Spherical Gaussians/Harmonics for all-frequency colorimetric representation. We also introduce a method enabling differentiable ray casting of irregularly distributed Gaussians using an algorithm that integrates radiance fields slab by slab and leverages a BVH structure. This allows our approach to finely adapt to the scene while avoiding splatting artifacts. As a result, we achieve superior rendering quality compared to the state-of-the-art while maintaining reasonable training times and achieving inference speeds of 25 FPS on the Blender dataset. Project page with videos and code: https://raygauss.github.io/
Problem

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

Improves novel view synthesis quality
Enables differentiable ray casting
Avoids splatting artifacts effectively
Innovation

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

Differentiable ray casting
Gaussian-based volumetric rendering
BVH structure integration
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