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EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis

We present Exact Volumetric Ellipsoid Rendering (EVER), a method for real-time differentiable emission-only volume rendering. Unlike recent rasterization based approach by 3D Gaussian Splatting (3DGS), our primitive based representation allows for exact volume rendering, rather than alpha compositing 3D Gaussian billboards. As such, unlike 3DGS our formulation does not suffer from popping artifacts and view dependent density, but still achieves frame rates of ∼30 FPS at 720p on an NVIDIA RTX4090. Since our approach is built upon ray tracing it enables effects such as defocus blur and camera distortion (e.g. such as from fisheye cameras), which are difficult to achieve by rasterization. We show that our method is more accurate with fewer blending issues than 3DGS and follow-up work on view-consistent rendering, especially on the challenging large-scale scenes from the Zip-NeRF dataset where it achieves sharpest results among real-time techniques.

我们提出了精确体积椭球体渲染(EVER),这是一种用于实时可微分的仅发射体积渲染的方法。与最近基于3D高斯点(3DGS)进行光栅化的渲染方法不同,我们的基元表示允许进行精确的体积渲染,而不是对3D高斯广告牌进行alpha合成。因此,与3DGS不同,我们的方法不会出现“跳动”伪影和视角依赖的密度问题,同时在NVIDIA RTX4090上仍能以720p的分辨率实现大约30帧每秒的速度。由于我们的方法基于光线追踪,它能够实现难以通过光栅化达到的效果,例如散焦模糊和相机畸变(如鱼眼相机产生的畸变)。我们展示了该方法在融合问题上比3DGS和后续的视角一致性渲染工作更加精确,尤其是在来自Zip-NeRF数据集的大规模复杂场景中,它在实时技术中实现了最为清晰的渲染效果。