TRIPS: Trilinear Point Splatting for Real-Time Radiance Field Rendering
Date
2024Author
Franke, Linus
Rückert, Darius
Fink, Laura
Stamminger, Marc
Metadata
Show full item recordAbstract
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 [KKLD23] struggles when tasked with rendering highly detailed scenes, due to blurring and cloudy artifacts. On the other hand, ADOP [RFS22] 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
BibTeX
@article {10.1111:cgf.15012,
journal = {Computer Graphics Forum},
title = {{TRIPS: Trilinear Point Splatting for Real-Time Radiance Field Rendering}},
author = {Franke, Linus and Rückert, Darius and Fink, Laura and Stamminger, Marc},
year = {2024},
publisher = {The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.15012}
}
journal = {Computer Graphics Forum},
title = {{TRIPS: Trilinear Point Splatting for Real-Time Radiance Field Rendering}},
author = {Franke, Linus and Rückert, Darius and Fink, Laura and Stamminger, Marc},
year = {2024},
publisher = {The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.15012}
}
Collections
Except where otherwise noted, this item's license is described as Attribution 4.0 International License
Related items
Showing items related by title, author, creator and subject.
-
Combining Volume Rendering with Line and Surface Rendering
Frühauf, Martin (Eurographics Association, 1991)Volume data is discrete sampled data in the three-dimensional space. Volume rendering is defined as volume visualization directly from volume primitives and not via surface primitives. Geometric objects are represented as ... -
Render2MPEG: A Perception-based Framework Towards Integrating Rendering and Video Compression
Herzog, Robert; Kinuwaki, Shinichi; Myszkowski, Karol; Seidel, Hans-Peter (The Eurographics Association and Blackwell Publishing Ltd, 2008)Currently 3D animation rendering and video compression are completely independent processes even if rendered frames are streamed on-the-fly within a client-server platform. In such scenario, which may involve time-varying ... -
Accelerating Voxel-Based Terrain Rendering with Keyframe-Free Image-Based Rendering
Qin, Jiafa; MingWan,; Qu, Huamin; Kaufman, Arie (The Eurographics Association, 2001)We propose a voxel-based terrain rendering method which incorporates a novel keyframe-free image-based rendering algorithm and a new heuristic ray coherence raycasting algorithm. The current image is generated by warping ...