EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis
We present Exact Volumetric Ellipsoid Rendering (EVER), a method for
real-time differentiable emission-only volume rendering. Unlike recent
rasterization based approach by 3D Gaussian Splatting (3DGS), our primitive
based representation allows for exact volume rendering, rather than alpha
compositing 3D Gaussian billboards. As such, unlike 3DGS our formulation does
not suffer from popping artifacts and view dependent density, but still
achieves frame rates of sim!30 FPS at 720p on an NVIDIA RTX4090. Since our
approach is built upon ray tracing it enables effects such as defocus blur and
camera distortion (e.g. such as from fisheye cameras), which are difficult to
achieve by rasterization. We show that our method is more accurate with fewer
blending issues than 3DGS and follow-up work on view-consistent rendering,
especially on the challenging large-scale scenes from the Zip-NeRF dataset
where it achieves sharpest results among real-time techniques.
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Alexander Mai
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2024-10-03T17:39:40.533Z
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Alexander Mai
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half-potato
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Peter Hedman
admin_assigned
2024-10-03T09:36:09.541Z
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Peter Hedman
user
phedman
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George Kopanas
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Dor Verbin
admin_assigned
2024-10-03T09:35:44.578Z
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Dor Verbin
user
dorverbin
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David Futschik
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Qiangeng Xu
admin_assigned
2024-10-03T09:35:32.367Z
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qiangeng xu
user
xharlie
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Falko Kuester
66fe0dc064acd6a2de188b30
Jon Barron
66fe0dc064acd6a2de188b31
Yinda Zhang
EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis
We present Exact Volumetric Ellipsoid Rendering (EVER), a method for
real-time differentiable emission-only volume rendering. Unlike recent
rasterization based approach by 3D Gaussian Splatting (3DGS), our primitive
based representation allows for exact volume rendering, rather than alpha
compositing 3D Gaussian billboards. As such, unlike 3DGS our formulation does
not suffer from popping artifacts and view dependent density, but still
achieves frame rates of sim!30 FPS at 720p on an NVIDIA RTX4090. Since our
approach is built upon ray tracing it enables effects such as defocus blur and
camera distortion (e.g. such as from fisheye cameras), which are difficult to
achieve by rasterization. We show that our method is more accurate with fewer
blending issues than 3DGS and follow-up work on view-consistent rendering,
especially on the challenging large-scale scenes from the Zip-NeRF dataset
where it achieves sharpest results among real-time techniques.
Exact Volumetric Ellipsoid Rendering (EVER) uses ray tracing for real-time volume rendering without popping artifacts, providing higher accuracy and fewer blending issues compared to rasterization-based methods.
Exact Volumetric Ellipsoid Rendering EVER differentiable emission-only volume rendering rasterization 3D Gaussian Splatting popping artifacts view dependent density frame rates ray tracing defocus blur camera distortion fisheye cameras view-consistent rendering Zip-NeRF dataset