Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians
By Kerui Ren, Lihan Jiang, Tao Lu, Mulin Yu, Linning Xu, Zhangkai Ni, Bo Dai. IEEE Transactions on Pattern Analysis and Machine Intelligence, 2024
300 citations recorded by the source corpus.
The recently proposed 3D Gaussian Splatting (3D-GS) demonstrates superior rendering fidelity and efficiency compared to NeRF-based scene representations. However, it struggles in large-scale scenes due to the high number of Gaussian primitives, particularly in zoomed-out views, where all primitives are rendered regardless of their projected size. This often results in inefficient use of model capacity and difficulty capturing details at varying scales. To address this, we introduce Octree-GS, a Level-of-Detail (LOD) structured approach that dynamically selects appropriate levels from a set of multi-scale Gaussian primitives, ensuring consistent rendering performance. To adapt the design of LOD, we employ an innovative grow-and-prune strategy for densification and also propose a progressive training strategy to arrange Gaussians into appropriate LOD levels. Additionally, our LOD strategy generalizes to other Gaussian-based methods, such as 2D-GS and Scaffold-GS, reducing the number of primitives needed for rendering while maintaining scene reconstruction accuracy. Experiments on diverse datasets demonstrate that our method achieves real-time speeds, being up to 10× faster than state-of-the-art methods in large-scale scenes, without compromising visual quality. Project page: https://city-super.github.io/octree-gs/.
Subfields: Computational Mechanics, Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition
View Paper: https://www.semanticscholar.org/paper/4ab763a5ccf2b84fd6f6e0834ee73f3a0cd8caa2
Citations in the corpus
- A Survey on 3D Gaussian Splatting (2024, unknown): “In contrast to previous method [192] that relies on depth information, such as depth-guided ray sampling, for synthesizing novel views, 3D GS based system eliminates this need, allowing for high-fidelity rendering for any views.”
- Recent advances in 3D Gaussian splatting (2024, unknown): “Without sampling points and querying the neural network, 3DGS becomes extremely fast and achieves ∼ 30 FPS on a common device with comparable rendering quality with NeRF.”