Emergent Mind

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

(2401.06003)
Published Jan 11, 2024 in cs.CV and cs.GR

Abstract

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 [R\"uckert 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/

Overview

  • TRIPS is a point-based rendering technique enabling high-quality, real-time visualization of 3D scenes.

  • The method involves rasterizing points into a screen-space image pyramid for efficient rendering using trilinear writes.

  • A lightweight neural network is employed to produce detailed and complete images without holes in the rendered scenes.

  • TRIPS runs at a real-time frame rate of 60 fps on standard hardware while handling complex geometries and variable exposures.

  • The wholly differentiable pipeline of TRIPS offers automatic optimization potential for scene representation.

Introduction

Point-based rendering techniques have revolutionized the way 3D scenes are visualized, offering a combination of high-quality images and computational efficiency. These methods are adept at handling a range of scenes but often face challenges like artifact mitigation and maintaining real-time performance. TRIPS—Trilinear Point Splatting—is introduced as an innovative approach combining the strengths of existing methods to render detailed radiance fields in real-time while filling in substantial gaps and ensuring temporal consistency.

The TRIPS Method

TRIPS stands out by rasterizing points into an image pyramid mapped to screen space, which adapts to the rendered point size, allowing for rendering large points efficiently with a single trilinear write. Following this, a lightweight neural network reconstructs a detailed, hole-free image. What sets TRIPS apart is the wholly differentiable pipeline, which enables automatic optimization of point sizes and positions to enhance scene representation precision.

Performance and Applications

The evaluation of TRIPS has shown that it excels at producing images of superior quality at a consistent real-time frame rate of 60 fps on standard hardware configurations. TRIPS is not just about speed; it also handles rendering in scenarios with complex geometries and even processes footages with variable exposures effectively. The algorithm's versatility is further supported by an entirely differentiable pipeline, leading to greater optimization possibilities.

Future Outlook and Sources

TRIPS establishes a new benchmark in terms of visual fidelity and performance for real-time radiance field rendering. By adeptly balancing quality rendering with real-time capabilities, it has potential applications in various industries, including gaming, virtual reality, and interactive media. For those interested in exploring the technical depths or implementing the method, resources and a full implementation are made accessible at the project repository: TRIPS on GitHub.

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