3D Gaussian Splatting for Real-Time Radiance Field Rendering

Bernhard Kerbl, Georgios Kopanas, Thomas Leimkühler, George Drettakis

2023 · SIGGRAPH

3D Gaussian Splatting for Real-Time Radiance Field Rendering

Problem

Framing

Radiance fields reached high quality only with slow NeRF optimization and sub-real-time rendering. The paper replaces dense neural fields with optimized 3D Gaussians plus tile-based splatting, matching top view-synthesis quality while rendering at real-time rates. On Mip-NeRF360, it reports 1080p rendering above 30 fps and training in 24–51 minutes.

Currently Used Methods

Direct antecedents

Proposed Method

Architecture

The scene is a set of 3D anisotropic Gaussians initialized from SfM points. Each Gaussian carries position, covariance, opacity, and spherical-harmonic color; rendering projects them to screen space and composites them with a differentiable tile rasterizer while adaptive density control splits, clones, and prunes primitives.

Pipeline diagram: SfM points initialize 3D Gaussians, which feed projection, adaptive density control, and a differentiable tile rasterizer to produce the image.

Loss / Objective

Training minimizes a photometric reconstruction loss between rendered and ground-truth views:

L=(1λ)L1+λLD-SSIML = (1 - \lambda) L_1 + \lambda L_{\mathrm{D\text{-}SSIM}}

Sampling Rule / Algorithm

Rendering projects each Gaussian to screen space, evaluates alpha-weighted splats, and composites front-to-back:

C=i=1Nciαij=1i1(1αj)C = \sum_{i=1}^{N} c_i \alpha_i \prod_{j=1}^{i-1} (1-\alpha_j)

Training Procedure

Evaluation

Datasets

Metrics

Headline results

Results table

Table 2: Aggregate metrics on Mip-NeRF360.

SSIM↑PSNR↑LPIPS↓
0.62623.080.463
0.67125.300.371
0.69925.590.331
0.792†27.690.237†
0.77025.600.279
0.81527.210.214

Ablations

Method Strengths and Weaknesses

Strengths

Weaknesses

Suggestions from the authors

Links

Prior Papers

Further Papers

No vault papers identified as further work yet.