title: EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis
summary: 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.
paper_authors._id: 66fe0dc064acd6a2de188b29
paper_authors.name: Alexander Mai
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paper_authors.fullname: Alexander Mai
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paper_authors.name: Peter Hedman
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paper_authors.fullname: Peter Hedman
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paper_authors.name: George Kopanas
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paper_authors.name: Dor Verbin
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paper_authors.fullname: Dor Verbin
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paper_authors.name: David Futschik
paper_authors._id: 66fe0dc064acd6a2de188b2e
paper_authors.name: Qiangeng Xu
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paper_authors.fullname: qiangeng xu
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paper_authors.user: xharlie
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paper_authors.name: Falko Kuester
paper_authors._id: 66fe0dc064acd6a2de188b30
paper_authors.name: Jon Barron
paper_authors._id: 66fe0dc064acd6a2de188b31
paper_authors.name: Yinda Zhang
paper_title: EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis
paper_summary: 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.
paper_ai_keywords: volumetric federated rendering differentiable emission-only volume rendering rasterization 3D Gaussian Splatting alpha compositing separation billboards popping artifacts view dependent density exact volume rendering frame rates NVIDIA RTX4090 ray tracing defocus blur camera distortion fisheye cameras view-consistent rendering Zip-NeRF dataset