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tongji-rkr committed Mar 26, 2024
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Expand Up @@ -174,24 +174,14 @@ <h1 class="title is-2 publication-title">Octree-GS: Towards Consistent Real-time
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Expand All @@ -206,7 +196,7 @@ <h1 class="title is-2 publication-title">Octree-GS: Towards Consistent Real-time
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TL;DR: We introduce <b>Octree</b>-GS, featuring an <b>LOD</b>-structured 3D Gaussian approach supporting level-of-detail decomposition for both scene geometry and rendering results.
TL;DR: We introduce <b>Octree</b>-GS, featuring an <b>LOD</b>-structured 3D Gaussian approach supporting level-of-detail decomposition for scene representation that contributes to the final rendering results.
<!-- Our model dynamically selects the appropriate level from the set of multi-resolution anchor points, ensuring <b>consistent</b> rendering performance with adaptive LOD adjustments while maintaining <b>high-fidelity</b> rendering. -->
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Expand All @@ -232,11 +222,11 @@ <h1 class="title is-2 publication-title">Octree-GS: Towards Consistent Real-time
<h2 class="title is-3">Abstract</h2>
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<p style="font-size:18px;">
The recent 3D Gaussian splatting (3D-GS) has shown remarkable rendering fidelity and excels in speed compared to NeRF-basedneural scene representations.
While demonstrating the potential for realtime 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.
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 the corresponding level of details to the different scales with its heuristic Gaussian growing operation.
Inspired by the Level-of-details (LOD) techniques, we introduce Octree-GS, featuring an LOD-structured 3D Gaussian approach supporting level-of-detail decomposition for both scene geometry and rendering results.
Moreover, it often struggles to capture the corresponding level of details at different scales with its heuristic density control operation.
Inspired by the Level-of-Detail (LOD) techniques, we introduce \modelname, featuring an LOD-structured 3D Gaussian approach supporting level-of-detail decomposition for scene representation that contributes to the final rendering results.
Our model dynamically selects the appropriate level from the set of multi-resolution anchor points, ensuring consistent rendering performance with adaptive LOD adjustments while maintaining high-fidelity rendering results.
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