TRIPS: Trilinear Point Splatting for Real-Time Radiance Field Rendering

📄 arXiv: 2401.06003v2 📥 PDF

作者: Linus Franke, Darius Rückert, Laura Fink, Marc Stamminger

分类: cs.CV, cs.GR

发布日期: 2024-01-11 (更新: 2024-03-26)

🔗 代码/项目: PROJECT_PAGE


💡 一句话要点

提出TRIPS以解决实时辐射场渲染中的模糊和不稳定问题

🎯 匹配领域: 支柱三:空间感知与语义 (Perception & Semantics)

关键词: 点云渲染 实时渲染 辐射场 神经网络 图像重建 计算机视觉 虚拟现实

📋 核心要点

  1. 现有的点云渲染方法在处理高细节场景时存在模糊和伪影等问题,影响渲染质量。
  2. TRIPS通过将点栅格化为屏幕空间图像金字塔,并使用轻量级神经网络重建图像,解决了现有方法的不足。
  3. 实验结果表明,TRIPS在渲染质量上超越了现有最先进的方法,并在复杂场景中保持60帧每秒的实时渲染速度。

📝 摘要(中文)

基于点的辐射场渲染在新视角合成中展现了令人印象深刻的效果,兼具渲染质量和计算效率。然而,现有方法仍存在不足,例如3D高斯点云渲染在处理高细节场景时容易出现模糊和云状伪影。另一方面,ADOP方法虽然能生成更清晰的图像,但其神经重建网络导致性能下降,并且在处理点云中的大空隙时效果不佳。本文提出的TRIPS(Trilinear Point Splatting)结合了高斯点云和ADOP的优点,通过将点栅格化为屏幕空间图像金字塔,并利用轻量级神经网络重建无孔图像,显著提升了渲染质量,同时在常规硬件上实现了每秒60帧的实时渲染。

🔬 方法详解

问题定义:本文旨在解决现有点云渲染方法在高细节场景中出现的模糊和不稳定问题,特别是3D高斯点云渲染和ADOP方法的局限性。

核心思路:TRIPS的核心思想是将点栅格化为屏幕空间图像金字塔,选择合适的金字塔层以适应投影点的大小,从而实现大点的高效渲染。

技术框架:TRIPS的整体架构包括点的栅格化、图像金字塔的构建和轻量级神经网络的重建模块,形成一个完全可微的渲染管道。

关键创新:TRIPS的主要创新在于其使用单一的三线性写入来渲染任意大小的点,并通过可微分的渲染管道实现点大小和位置的自动优化。

关键设计:在设计中,采用了轻量级神经网络来重建细节超出点云分辨率的图像,并通过优化损失函数来确保渲染质量和速度的平衡。

📊 实验亮点

实验结果显示,TRIPS在渲染质量上超越了现有的最先进方法,能够在复杂场景中以每秒60帧的速度进行实时渲染,表现出色,尤其在处理复杂几何和广阔景观时,效果显著提升。

🎯 应用场景

TRIPS在实时渲染和新视角合成方面具有广泛的应用潜力,尤其适用于虚拟现实、游戏开发和影视制作等领域。其高效的渲染能力和优质的图像输出将推动这些领域的技术进步和用户体验提升。

📄 摘要(原文)

Point-based radiance field rendering has demonstrated impressive results for novel view synthesis, offering a compelling blend of rendering quality and computational efficiency. However, also latest approaches in this domain are not without their shortcomings. 3D Gaussian Splatting [Kerbl and Kopanas et al. 2023] struggles when tasked with rendering highly detailed scenes, due to blurring and cloudy artifacts. On the other hand, ADOP [Rückert et al. 2022] can accommodate crisper images, but the neural reconstruction network decreases performance, it grapples with temporal instability and it is unable to effectively address large gaps in the point cloud. In this paper, we present TRIPS (Trilinear Point Splatting), an approach that combines ideas from both Gaussian Splatting and ADOP. The fundamental concept behind our novel technique involves rasterizing points into a screen-space image pyramid, with the selection of the pyramid layer determined by the projected point size. This approach allows rendering arbitrarily large points using a single trilinear write. A lightweight neural network is then used to reconstruct a hole-free image including detail beyond splat resolution. Importantly, our render pipeline is entirely differentiable, allowing for automatic optimization of both point sizes and positions. Our evaluation demonstrate that TRIPS surpasses existing state-of-the-art methods in terms of rendering quality while maintaining a real-time frame rate of 60 frames per second on readily available hardware. This performance extends to challenging scenarios, such as scenes featuring intricate geometry, expansive landscapes, and auto-exposed footage. The project page is located at: https://lfranke.github.io/trips/