Emergent Mind

AbsGS: Recovering Fine Details for 3D Gaussian Splatting

(2404.10484)
Published Apr 16, 2024 in cs.CV

Abstract

3D Gaussian Splatting (3D-GS) technique couples 3D Gaussian primitives with differentiable rasterization to achieve high-quality novel view synthesis results while providing advanced real-time rendering performance. However, due to the flaw of its adaptive density control strategy in 3D-GS, it frequently suffers from over-reconstruction issue in intricate scenes containing high-frequency details, leading to blurry rendered images. The underlying reason for the flaw has still been under-explored. In this work, we present a comprehensive analysis of the cause of aforementioned artifacts, namely gradient collision, which prevents large Gaussians in over-reconstructed regions from splitting. To address this issue, we propose the novel homodirectional view-space positional gradient as the criterion for densification. Our strategy efficiently identifies large Gaussians in over-reconstructed regions, and recovers fine details by splitting. We evaluate our proposed method on various challenging datasets. The experimental results indicate that our approach achieves the best rendering quality with reduced or similar memory consumption. Our method is easy to implement and can be incorporated into a wide variety of most recent Gaussian Splatting-based methods. We will open source our codes upon formal publication. Our project page is available at: https://ty424.github.io/AbsGS.github.io/

Comparison highlights effects of varying gradient thresholds on Gaussian selection in 3D-GS, AbsGS densification processes.

Overview

  • AbsGS introduces a homodirectional gradient criterion to address over-reconstruction in 3D Gaussian Splatting, enhancing detail recovery in complex scenes.

  • The traditional adaptive density control strategy in 3D Gaussian Splatting fails in intricate scenes due to gradient collision, leading to blurry images.

  • AbsGS efficiently identifies and splits large Gaussians in detailed regions by summing the absolute values of pixel-wise sub-gradients, avoiding gradient collision.

  • Empirical evaluations of AbsGS demonstrate superior rendering quality with similar or reduced memory consumption, marking a significant improvement in 3D vision.

Recovering Fine Details in 3D Gaussian Splatting with Homodirectional Gradient Criterion

Overview of AbsGS

In the field of 3D vision, achieving high-quality novel view synthesis from unordered images remains a critical challenge. The technique of 3D Gaussian Splatting (3D-GS) has shown promising results in this domain, particularly by coupling 3D Gaussian primitives with differentiable rasterization for advanced real-time rendering performance. However, its performance is hindered in complex scenes due to an inherent issue termed as over-reconstruction, which leads to blurry rendered images. This problem arises from the adaptive density control strategy of 3D-GS, which fails to adequately identify and split large Gaussians in highly detailed regions. Through comprehensive analysis, this paper identifies the root cause of this issue as gradient collision—a phenomenon that reduces the effectiveness of the gradient-based criterion used for densification in 3D-GS, particularly in intricate scenes.

To address this challenge, we introduce a novel method dubbed AbsGS, which employs a homodirectional view-space positional gradient as the criterion for densification. This strategy efficiently identifies large Gaussians in over-reconstructed regions and facilitates their splitting, thereby recovering fine details without significant increases in memory consumption.

Theoretical Foundation and Methodology

The original adaptive density control strategy of 3D-GS relies on the magnitude of view-space positional gradients to determine whether a Gaussian needs to be split. This paper discovers that the inherent flaw in this strategy—gradient collision—occurs when the gradients of pixels covered by a Gaussian cancel each other out due to varying directions. This phenomenon especially affects large Gaussians that cover many pixels, making it difficult for their magnitude of view-space positional gradient to surpass the densification threshold, hence preventing their split.

In response, AbsGS calculates the homodirectional view-space positional gradient, summing the absolute values of pixel-wise sub-gradients covered by a Gaussian primitive. This approach mitigates the impact of gradient direction while retaining the influence of gradient magnitude, effectively avoiding gradient collision. The method proves straightforward yet highly effective, demonstrating significant improvements in rendering quality across various challenging datasets.

Empirical Evaluation

AbsGS was evaluated against various challenging datasets, with the experimental results showcasing superior rendering quality and fine detail recovery in comparison to 3D-GS. Notably, AbsGS achieves these results with similar or reduced memory consumption. The method's efficacy is further highlighted through visual comparisons, where AbsGS distinctly outperforms 3D-GS in the representation of complex scenes, effectively eliminating over-reconstruction areas that lead to blur.

Implications and Future Directions

The findings and contributions of this research have both practical and theoretical implications in the realm of 3D vision and novel view synthesis. By addressing the over-reconstruction issue inherent in 3D-GS, AbsGS opens new avenues for the application of Gaussian Splatting techniques across a wider variety of complex scenes without compromising on rendering quality or performance efficiency. Furthermore, the introduction of a homodirectional view-space positional gradient as a novel criterion for densification is anticipated to inspire future developments in adaptive density control strategies for point-based rendering techniques.

Looking ahead, the principles underlying AbsGS could be extended to other aspects of 3D reconstruction and rendering, potentially leading to more sophisticated and versatile methodologies for dealing with detailed and intricate 3D scenes. Moreover, as the demand for real-time, high-quality 3D rendering continues to grow, especially in virtual and augmented reality applications, the significance of efficient and detail-preserving techniques such as AbsGS will undoubtedly increase.

In conclusion, AbsGS represents a significant step forward in the ongoing endeavor to enhance the quality and efficiency of novel view synthesis through advanced 3D splatting techniques. Its ability to recover fine details in complex scenes, coupled with its practicality in terms of implementation and resource consumption, marks a noteworthy advancement in the field of 3D vision.

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