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Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians
March 27, 2024, 4:46 a.m. | Kerui Ren, Lihan Jiang, Tao Lu, Mulin Yu, Linning Xu, Zhangkai Ni, Bo Dai
cs.CV updates on arXiv.org arxiv.org
Abstract: The recent 3D Gaussian splatting (3D-GS) has shown remarkable rendering fidelity and efficiency compared to NeRF-based neural scene representations. While demonstrating the potential for real-time rendering, 3D-GS encounters rendering bottlenecks in large scenes with complex details due to an excessive number of Gaussian primitives located within the viewing frustum. This limitation is particularly noticeable in zoom-out views and can lead to inconsistent rendering speeds in scenes with varying details. Moreover, it often struggles to capture …
abstract arxiv bottlenecks consistent cs.cv efficiency fidelity nerf real-time rendering type
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