ImageNet classification with deep convolutional neural networks
Alex Krizhevsky, Ilya Sutskever et al.
154
Citations
14
Influential Citations
ACM Transactions on Graphics
Venue
2024
Year
Gaussian Splatting has emerged as a prominent model for constructing 3D representations from images across diverse domains. However, the efficiency of the 3D Gaussian Splatting rendering pipeline relies on several simplifications. Notably, reducing Gaussian to 2D splats with a single viewspace depth introduces popping and blending artifacts during view rotation. Addressing this issue requires accurate per-pixel depth computation, yet a full per-pixel sort proves excessively costly compared to a global sort operation. In this paper, we present a novel hierarchical rasterization approach that systematically resorts and culls splats with minimal processing overhead. Our software rasterizer effectively eliminates popping artifacts and view inconsistencies, as demonstrated through both quantitative and qualitative measurements. Simultaneously, our method mitigates the potential for cheating view-dependent effects with popping, ensuring a more authentic representation. Despite the elimination of cheating, our approach achieves comparable quantitative results for test images, while increasing the consistency for novel view synthesis in motion. Due to its design, our hierarchical approach is only 4% slower on average than the original Gaussian Splatting. Notably, enforcing consistency enables a reduction in the number of Gaussians by approximately half with nearly identical quality and view-consistency. Consequently, rendering performance is nearly doubled, making our approach 1.6x faster than the original Gaussian Splatting, with a 50% reduction in memory requirements. Our renderer is publicly available at https://github.com/r4dl/StopThePop.
3D Gaussian Splatting (3DGS) has become a popular method for real-time novel view synthesis due to its high quality and efficiency. However, its rendering pipeline relies on a simplification: reducing 3D Gaussians to 2D splats with a single viewspace depth. This simplification causes popping and blending artifacts when the viewpoint rotates, as the depth ordering of splats becomes incorrect. These artifacts not only degrade visual quality but also allow 'cheating' view-dependent effects, where the model exploits inconsistencies to improve static image metrics. This paper, StopThePop, addresses this critical issue by introducing a hierarchical rasterization approach that systematically resorts and culls splats with minimal overhead, effectively eliminating popping artifacts and ensuring view consistency.
The significance of this work lies in its ability to improve the reliability of 3DGS for dynamic viewing scenarios, which is essential for applications like virtual reality, augmented reality, and interactive 3D content. By enforcing view consistency, the method also reduces the potential for the model to overfit to training views, leading to more authentic representations. Moreover, the authors demonstrate that consistency enforcement enables a significant reduction in the number of Gaussians, which directly translates to faster rendering and lower memory usage—a crucial advantage for real-time applications.
The paper's primary technical contribution is a hierarchical rasterization algorithm that approximates per-pixel depth sorting without the prohibitive cost of a full per-pixel sort. Key innovations include:
The paper reports both quantitative and qualitative results. Quantitatively, the method achieves comparable test image quality to original Gaussian Splatting, while significantly improving view consistency. The hierarchical approach incurs only a 4% average slowdown. More impressively, when the number of Gaussians is reduced by half, the rendering becomes 1.6x faster than the original, with a 50% reduction in memory requirements, while maintaining nearly identical quality and view-consistency. These results are validated across diverse datasets, demonstrating the method's robustness.
StopThePop addresses a fundamental limitation of 3D Gaussian Splatting, making it more suitable for real-time interactive applications where view consistency is critical. The ability to reduce memory and increase speed without quality loss is a significant step forward for deploying 3DGS on resource-constrained devices. Furthermore, by preventing 'cheating' view-dependent effects, the method encourages more honest and generalizable representations, which could benefit downstream tasks like 3D reconstruction and scene understanding. The public release of the code will likely accelerate adoption and inspire further improvements in hierarchical rasterization techniques.
Alex Krizhevsky, Ilya Sutskever et al.
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