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Isotropic Gaussian Splatting for Real-Time Radiance Field Rendering

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arxiv 2403.14244 v1 pith:4CM3RF7D submitted 2024-03-21 cs.CV cs.AIcs.LGeess.IV

Isotropic Gaussian Splatting for Real-Time Radiance Field Rendering

classification cs.CV cs.AIcs.LGeess.IV
keywords gaussiankernelsmethodanisotropiccomputationdifficultiesfieldgeometry
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
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The 3D Gaussian splatting method has drawn a lot of attention, thanks to its high performance in training and high quality of the rendered image. However, it uses anisotropic Gaussian kernels to represent the scene. Although such anisotropic kernels have advantages in representing the geometry, they lead to difficulties in terms of computation, such as splitting or merging two kernels. In this paper, we propose to use isotropic Gaussian kernels to avoid such difficulties in the computation, leading to a higher performance method. The experiments confirm that the proposed method is about {\bf 100X} faster without losing the geometry representation accuracy. The proposed method can be applied in a large range applications where the radiance field is needed, such as 3D reconstruction, view synthesis, and dynamic object modeling.

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Cited by 1 Pith paper

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score.

  1. SplatCtrl: Perception-Action Coupling via Gaussian Scene Representations and Reactive Robot Control

    cs.RO 2026-07 conditional novelty 6.0

    SplatCtrl couples real-time isotropic Gaussian scene reconstruction from RGB-D with continuous GPDF-derived SDFs inside control-barrier QP-IK for collision-free 6-DoF robot motion in dynamic environments.