The 3D Gaussian splatting method has drawn a lot of attention, thanks to its high performance in training and high quality of the rendered image. However, it uses anisotropic Gaussian kernels to represent the scene. Although such anisotropic kernels have advantages in representing the geometry, they lead to difficulties in terms of computation, such as splitting or merging two kernels. In this paper, we propose to use isotropic Gaussian kernels to avoid such difficulties in the computation, leading to a higher performance method. The experiments confirm that the proposed method is about {\bf 100X} faster without losing the geometry representation accuracy. The proposed method can be applied in a large range applications where the radiance field is needed, such as 3D reconstruction, view synthesis, and dynamic object modeling.
翻译:三维高斯溅射方法因其训练高效且渲染图像质量高而备受关注。然而,该方法使用各向异性高斯核来表示场景。尽管各向异性核在几何表示方面具有优势,但会导致计算上的困难,例如两个核的拆分或合并。本文提出使用各向同性高斯核来避免此类计算困难,从而实现更高性能的方法。实验证实,所提方法在不损失几何表示精度的前提下,速度提升约{\bf 100倍}。该方法可广泛应用于需要辐射场的多种场景,如三维重建、视图合成和动态物体建模。