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3D Reconstruction2023

3D Gaussian Splatting

Real-Time Radiance Field Rendering

Bernhard Kerbl, Georgios Kopanas, Thomas Leimkühler, George Drettakis

Read the Paper on arXiv

Paper Overview

3D Gaussian Splatting (Kerbl et al., SIGGRAPH 2023) represents scenes as collections of anisotropic 3D Gaussians, enabling real-time novel view synthesis at quality competitive with the best Neural Radiance Field (NeRF) methods while rendering at >100 FPS at 1080p resolution on a single RTX 3090 GPU.

The fundamental insight is replacing neural networks with an explicit, point-based scene representation. Each scene is modeled by 1 to 5 million 3D Gaussians, where every Gaussian carries learnable attributes: a position (mean) μR3\boldsymbol{\mu} \in \mathbb{R}^3, a full 3D covariance matrix ΣR3×3\boldsymbol{\Sigma} \in \mathbb{R}^{3 \times 3} (parameterized via a rotation quaternion qR4\mathbf{q} \in \mathbb{R}^4 and a scale vector sR3\mathbf{s} \in \mathbb{R}^3), an opacity α[0,1]\alpha \in [0, 1], and 48 spherical harmonic coefficients encoding view-dependent color (16 SH basis functions per RGB channel at degree l=3l = 3). Each Gaussian stores approximately 59 scalar parameters, and the total scene representation occupies 50-200 MB depending on complexity. A custom tile-based CUDA rasterizer projects and composites these Gaussians in real time without any neural network evaluation at render time.

Key advances:

  • Explicit 3D Gaussians: No neural network at render time — pure rasterization of ~59 parameters per Gaussian, with 1-5M Gaussians per scene
  • Differentiable splatting: Project 3D covariance to 2D via Σ=JWΣWTJT\boldsymbol{\Sigma}' = \mathbf{J}\mathbf{W}\boldsymbol{\Sigma}\mathbf{W}^T\mathbf{J}^T, enabling gradient-based optimization from multi-view images
  • Spherical harmonics: Degree-3 SH (48 coefficients) captures view-dependent appearance including specular highlights without any MLP
  • Adaptive density control: Clone under-reconstructed regions, split over-large Gaussians, prune near-transparent ones — growing from ~50K SfM points to millions
  • Tile-based rasterization: 16x16 pixel tiles processed in parallel on the GPU with radix sort and early termination, enabling both fast forward rendering and efficient backward gradient computation
  • Real-time rendering: 134 FPS average on Mip-NeRF 360 scenes at 1080p, with training completing in ~30 minutes on a single GPU

3D Gaussian Splatting achieves state-of-the-art visual quality on standard benchmarks — 33.32 dB PSNR on Mip-NeRF 360 (comparable to Mip-NeRF 360's 33.09 dB), 27.41 dB on Tanks & Temples, and 29.41 dB on Deep Blending — while being ~100-1000x faster to render than NeRF methods. It bridges the gap between quality and interactivity for the first time, enabling applications in VR, gaming, digital twins, and real-time 3D content creation.

Chapter Roadmap

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1
3D Gaussian Primitives

Anisotropic Gaussians parameterized by mean, rotation, scale, opacity, and SH — a differentiable scene representation.

renders via
2
Spherical Harmonics

Per-Gaussian SH coefficients (degree 3, 48 scalars) encode smooth view-dependent color without MLPs.

3
Differentiable Splatting

3D→2D projection with Jacobian covariance + alpha compositing gives closed-form volume rendering.

accelerated and refined by
4
Tile-Based Rasterization

16×16 tile sort and early termination turn O(N·P) splatting into a linear GPU workload.

5
Adaptive Density Control

Gradient-triggered clone/split and opacity pruning let the primitive count self-tune to scene complexity.

trained end-to-end by
6
Optimization Pipeline

L1 + D-SSIM loss with Adam and density control converges 100× faster than NeRF at matching quality.

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