Gaussian Splatting: Papers #5

Here are the latest papers related to Gaussian Splatting! 🤘

Gaussian Splatting
5 min readMay 8, 2024

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Spectrally Pruned Gaussian Fields with Neural Compensation

Spectrally Pruned Gaussian Fields with Neural Compensation [PDF]

by Runyi Yang, Zhenxin Zhu, Zhou Jiang, Baijun Ye, Xiaoxue Chen, Yifei Zhang, Yuantao Chen, Jian Zhao, Hao Zhao

2024–05–01

Recently, 3D Gaussian Splatting, as a novel 3D representation, has garnered attention for its fast rendering speed and high rendering quality. However, this comes with high memory consumption, e.g., a well-trained Gaussian field may utilize three million Gaussian primitives and over 700 MB of memory. We credit this high memory footprint to the lack of consideration for the relationship between primitives.

In this paper, we propose a memory-efficient Gaussian field named SUNDAE with spectral pruning and neural compensation. On one hand, we construct a graph on the set of Gaussian primitives to model their relationship and design a spectral down-sampling module to prune out primitives while preserving desired signals.

On the other hand, to compensate for the quality loss of pruning Gaussians, we exploit a lightweight neural network head to mix splatted features, which effectively compensates for quality losses while capturing the relationship between primitives in its weights.

We demonstrate the performance of SUNDAE with extensive results. For example, SUNDAE can achieve 26.80 PSNR at 145 FPS using 104 MB memory while the vanilla Gaussian splatting algorithm achieves 25.60 PSNR at 160 FPS using 523 MB memory, on the Mip-NeRF360 dataset. Codes are publicly available: https://runyiyang.github.io/projects/SUNDAE/.

HoloGS: Instant Depth-based 3D Gaussian Splatting with Microsoft HoloLens 2

HoloGS: Instant Depth-based 3D Gaussian Splatting with Microsoft HoloLens 2 [PDF]

by Miriam Jäger, Theodor Kapler, Michael Feßenbecker, Felix Birkelbach, Markus Hillemann, Boris Jutzi

2024–05–03

In the fields of photogrammetry, computer vision and computer graphics, the task of neural 3D scene reconstruction has led to the exploration of various techniques. Among these, 3D Gaussian Splatting stands out for its explicit representation of scenes using 3D Gaussians, making it appealing for tasks like 3D point cloud extraction and surface reconstruction.

Motivated by its potential, we address the domain of 3D scene reconstruction, aiming to leverage the capabilities of the Microsoft HoloLens 2 for instant 3D Gaussian Splatting.

We present HoloGS, a novel workflow utilizing HoloLens sensor data, which bypasses the need for pre-processing steps like Structure from Motion by instantly accessing the required input data i.e. the images, camera poses and the point cloud from depth sensing. We provide comprehensive investigations, including the training process and the rendering quality, assessed through the Peak Signal-to-Noise Ratio, and the geometric 3D accuracy of the densified point cloud from Gaussian centers, measured by Chamfer Distance.

We evaluate our approach on two self-captured scenes: An outdoor scene of a cultural heritage statue and an indoor scene of a fine-structured plant.

Our results show that the HoloLens data, including RGB images, corresponding camera poses, and depth sensing based point clouds to initialize the Gaussians, are suitable as input for 3D Gaussian Splatting.

Gaussian Splatting: 3D Reconstruction and Novel View Synthesis, a Review

Gaussian Splatting: 3D Reconstruction and Novel View Synthesis, a Review [PDF]

by Anurag Dalal, Daniel Hagen, Kjell G. Robbersmyr, Kristian Muri Knausgård

2024–05–06

Image-based 3D reconstruction is a challenging task that involves inferring the 3D shape of an object or scene from a set of input images. Learning-based methods have gained attention for their ability to directly estimate 3D shapes.

This review paper focuses on state-of-the-art techniques for 3D reconstruction, including the generation of novel, unseen views.

An overview of recent developments in the Gaussian Splatting method is provided, covering input types, model structures, output representations, and training strategies. Unresolved challenges and future directions are also discussed.

Given the rapid progress in this domain and the numerous opportunities for enhancing 3D reconstruction methods, a comprehensive examination of algorithms appears essential. Consequently, this study offers a thorough overview of the latest advancements in Gaussian Splatting.

A Construct-Optimize Approach to Sparse View Synthesis without Camera Pose

A Construct-Optimize Approach to Sparse View Synthesis without Camera Pose [PDF]

by Kaiwen Jiang, Yang Fu, Mukund Varma T, Yash Belhe, Xiaolong Wang, Hao Su, Ravi Ramamoorthi

2024–05–06

Novel view synthesis from a sparse set of input images is a challenging problem of great practical interest, especially when camera poses are absent or inaccurate. Direct optimization of camera poses and usage of estimated depths in neural radiance field algorithms usually do not produce good results because of the coupling between poses and depths, and inaccuracies in monocular depth estimation.

In this paper, we leverage the recent 3D Gaussian splatting method to develop a novel construct-and-optimize method for sparse view synthesis without camera poses.

Specifically, we construct a solution progressively by using monocular depth and projecting pixels back into the 3D world. During construction, we optimize the solution by detecting 2D correspondences between training views and the corresponding rendered images.

We develop a unified differentiable pipeline for camera registration and adjustment of both camera poses and depths, followed by back-projection. We also introduce a novel notion of an expected surface in Gaussian splatting, which is critical to our optimization.

These steps enable a coarse solution, which can then be low-pass filtered and refined using standard optimization methods. We demonstrate results on the Tanks and Temples and Static Hikes datasets with as few as three widely-spaced views, showing significantly better quality than competing methods, including those with approximate camera pose information.

Moreover, our results improve with more views and outperform previous InstantNGP and Gaussian Splatting algorithms even when using half the dataset.

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