Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering
- URL: http://arxiv.org/abs/2412.04459v1
- Date: Thu, 05 Dec 2024 18:59:11 GMT
- Title: Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering
- Authors: Cheng Sun, Jaesung Choe, Charles Loop, Wei-Chiu Ma, Yu-Chiang Frank Wang,
- Abstract summary: We propose an efficient radiance field rendering algorithm that incorporates a radianceization process on sparse voxels without neural networks or 3D Gaussians.
We adaptively fit sparse voxels to different levels of detail within scenes, faithfully reproducing details while achieving high rendering frame rates.
Our method improves the previous neural-free voxel grid representation by over 4db PSNR and more than 10x rendering FPS speedup.
- Score: 37.48219196092378
- License:
- Abstract: We propose an efficient radiance field rendering algorithm that incorporates a rasterization process on sparse voxels without neural networks or 3D Gaussians. There are two key contributions coupled with the proposed system. The first is to render sparse voxels in the correct depth order along pixel rays by using dynamic Morton ordering. This avoids the well-known popping artifact found in Gaussian splatting. Second, we adaptively fit sparse voxels to different levels of detail within scenes, faithfully reproducing scene details while achieving high rendering frame rates. Our method improves the previous neural-free voxel grid representation by over 4db PSNR and more than 10x rendering FPS speedup, achieving state-of-the-art comparable novel-view synthesis results. Additionally, our neural-free sparse voxels are seamlessly compatible with grid-based 3D processing algorithms. We achieve promising mesh reconstruction accuracy by integrating TSDF-Fusion and Marching Cubes into our sparse grid system.
Related papers
- 3D Gaussian Splatting with Normal Information for Mesh Extraction and Improved Rendering [8.59572577251833]
We propose a novel regularization method using the gradients of a signed distance function estimated from the Gaussians.
We demonstrate the effectiveness of our approach on datasets such as Mip-NeRF360, Tanks and Temples, and Deep-Blending.
arXiv Detail & Related papers (2025-01-14T18:40:33Z) - SCube: Instant Large-Scale Scene Reconstruction using VoxSplats [55.383993296042526]
We present SCube, a novel method for reconstructing large-scale 3D scenes (geometry, appearance, and semantics) from a sparse set of posed images.
Our method encodes reconstructed scenes using a novel representation VoxSplat, which is a set of 3D Gaussians supported on a high-resolution sparse-voxel scaffold.
arXiv Detail & Related papers (2024-10-26T00:52:46Z) - MeshGS: Adaptive Mesh-Aligned Gaussian Splatting for High-Quality Rendering [61.64903786502728]
We propose a novel approach that integrates mesh representation with 3D Gaussian splats to perform high-quality rendering of reconstructed real-world scenes.
We consider the distance between each Gaussian splat and the mesh surface to distinguish between tightly-bound and loosely-bound splats.
Our method surpasses recent mesh-based neural rendering techniques by achieving a 2dB higher PSNR, and outperforms mesh-based Gaussian splatting methods by 1.3 dB PSNR.
arXiv Detail & Related papers (2024-10-11T16:07:59Z) - RayGauss: Volumetric Gaussian-Based Ray Casting for Photorealistic Novel View Synthesis [3.4341938551046227]
Differentiable rendering methods made significant progress in novel view synthesis.
We provide a consistent formulation of the emitted radiance c and density sigma for differentiable ray casting of irregularly distributed Gaussians.
We achieve superior quality rendering compared to the state-of-the-art while maintaining reasonable training times and achieving inference speeds of 25 FPS on the Blender dataset.
arXiv Detail & Related papers (2024-08-06T10:59:58Z) - R$^2$-Gaussian: Rectifying Radiative Gaussian Splatting for Tomographic Reconstruction [53.19869886963333]
3D Gaussian splatting (3DGS) has shown promising results in rendering image and surface reconstruction.
This paper introduces R2$-Gaussian, the first 3DGS-based framework for sparse-view tomographic reconstruction.
arXiv Detail & Related papers (2024-05-31T08:39:02Z) - N-BVH: Neural ray queries with bounding volume hierarchies [51.430495562430565]
In 3D computer graphics, the bulk of a scene's memory usage is due to polygons and textures.
We devise N-BVH, a neural compression architecture designed to answer arbitrary ray queries in 3D.
Our method provides faithful approximations of visibility, depth, and appearance attributes.
arXiv Detail & Related papers (2024-05-25T13:54:34Z) - CVT-xRF: Contrastive In-Voxel Transformer for 3D Consistent Radiance Fields from Sparse Inputs [65.80187860906115]
We propose a novel approach to improve NeRF's performance with sparse inputs.
We first adopt a voxel-based ray sampling strategy to ensure that the sampled rays intersect with a certain voxel in 3D space.
We then randomly sample additional points within the voxel and apply a Transformer to infer the properties of other points on each ray, which are then incorporated into the volume rendering.
arXiv Detail & Related papers (2024-03-25T15:56:17Z) - Mip-Grid: Anti-aliased Grid Representations for Neural Radiance Fields [12.910072009005065]
We present mip-blur, a novel approach that integrates anti-aliasing techniques into grid-based representations for radiance fields.
The proposed method generates multi-scale grids by applying simple convolution operations over a shared grid representation and uses the scale coordinate to retrieve features at different scales from the generated multi-scale grids.
arXiv Detail & Related papers (2024-02-22T00:45:40Z) - Learning Neural Duplex Radiance Fields for Real-Time View Synthesis [33.54507228895688]
We propose a novel approach to distill and bake NeRFs into highly efficient mesh-based neural representations.
We demonstrate the effectiveness and superiority of our approach via extensive experiments on a range of standard datasets.
arXiv Detail & Related papers (2023-04-20T17:59:52Z) - Multiscale Representation for Real-Time Anti-Aliasing Neural Rendering [84.37776381343662]
Mip-NeRF proposes a multiscale representation as a conical frustum to encode scale information.
We propose mip voxel grids (Mip-VoG), an explicit multiscale representation for real-time anti-aliasing rendering.
Our approach is the first to offer multiscale training and real-time anti-aliasing rendering simultaneously.
arXiv Detail & Related papers (2023-04-20T04:05:22Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.