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 at different scales with its heuristic density control operation. Inspired by the Level-of-Detail (LOD) techniques, we introduce Octree-GS, 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.
Presenting a 3D scene from multiview images remains a core and long-standing challenge in computer vision and computer graphics. Two main requirements lie in rendering and reconstruction. Notably, SOTA rendering quality is usually achieved with neural volumetric rendering techniques, which rely on aggregated point/primitive-wise color and neglect the underlying scene geometry. Learning of neural implicit surfaces is sparked from the success of neural rendering. Current works either constrain the distribution of density fields or the shape of primitives, resulting in degraded rendering quality and flaws on the learned scene surfaces. The efficacy of such methods is limited by the inherent constraints of the chosen neural representation, which struggles to capture fine surface details, especially for larger, more intricate scenes. To address these issues, we introduce GSDF, a novel dual-branch architecture that combines the benefits of a flexible and efficient 3D Gaussian Splatting (3DGS) representation with neural Signed Distance Fields (SDF). The core idea is to leverage and enhance the strengths of each branch while alleviating their limitation through mutual guidance and joint supervision. We show on diverse scenes that our design unlocks the potential for more accurate and detailed surface reconstructions, and at the meantime benefits 3DGS rendering with structures that are more aligned with the underlying geometry.
Neural rendering methods have significantly advanced photo-realistic 3D scene rendering in various academic and industrial applications. The recent 3D Gaussian Splatting method has achieved the state-of-the-art rendering quality and speed combining the benefits of both primitive-based representations and volumetric representations. However, it often leads to heavily redundant Gaussians that try to fit every training view, neglecting the underlying scene geometry. Consequently, the resulting model becomes less robust to significant view changes, texture-less area and lighting effects. We introduce Scaffold-GS, which uses anchor points to distribute local 3D Gaussians, and predicts their attributes on-the-fly based on viewing direction and distance within the view frustum. Anchor growing and pruning strategies are developed based on the importance of neural Gaussians to reliably improve the scene coverage. We show that our method effectively reduces redundant Gaussians while delivering high-quality rendering. We also demonstrates an enhanced capability to accommodate scenes with varying levels-of-detail and view-dependent observations, without sacrificing the rendering speed.
We present an end-to-end system for the high-fidelity capture, model reconstruction, and real-time rendering of walkable spaces in virtual reality using neural radiance fields. To this end, we designed and built a custom multi-camera rig to densely capture walkable spaces in high fidelity and with multi-view high dynamic range images in unprecedented quality and density. We extend instant neural graphics primitives with a novel perceptual color space for learning accurate HDR appearance, and an efficient mip-mapping mechanism for level-of-detail rendering with anti-aliasing, while carefully optimizing the trade-off between quality and speed. Our multi-GPU renderer enables high-fidelity volume rendering of our neural radiance field model at the full VR resolution of dual 2K$\times$2K at 36 Hz on our custom demo machine. We demonstrate the quality of our results on our challenging high-fidelity datasets, and compare our method and datasets to existing baselines. We release our dataset on our project website.
Neural radiance fields (NeRF) and its subsequent variants have led to remarkable progress in neural rendering. While most of recent neural rendering works focus on objects and small-scale scenes, developing neural rendering methods for city-scale scenes is of great potential in many real-world applications. However, this line of research is impeded by the absence of a comprehensive and high-quality dataset, yet collecting such a dataset over real city-scale scenes is costly, sensitive, and technically difficult. To this end, we build a large-scale, comprehensive, and high-quality synthetic dataset for city-scale neural rendering researches. Leveraging the Unreal Engine 5 City Sample project, we develop a pipeline to easily collect aerial and street city views, accompanied by ground-truth camera poses and a range of additional data modalities. Flexible controls over environmental factors like light, weather, human and car crowd are also available in our pipeline, supporting the need of various tasks covering city-scale neural rendering and beyond. The resulting pilot dataset, MatrixCity, contains 67k aerial images and 452k street images from two city maps of total size $28km^2$. On top of MatrixCity, a thorough benchmark is also conducted, which not only reveals unique challenges of the task of city-scale neural rendering, but also highlights potential improvements for future works. The dataset and code will be publicly available at our project page: https://city-super.github.io/matrixcity/.
Purely MLP-based neural radiance fields (NeRF-based methods) often suffer from underfitting with blurred renderings on large-scale scenes due to limited model capacity. Recent approaches propose to geographically divide the scene and adopt multiple sub-NeRFs to model each region individually, leading to linear scale-up in training costs and the number of sub-NeRFs as the scene expands. An alternative solution is to use a feature grid representation, which is computationally efficient and can naturally scale to a large scene with increased grid resolutions. However, the feature grid tends to be less constrained and often reaches suboptimal solutions, producing noisy artifacts in renderings, especially in regions with complex geometry and texture. In this work, we present a new framework that realizes high-fidelity rendering on large urban scenes while being computationally efficient. We propose to use a compact multiresolution ground feature plane representation to coarsely capture the scene, and complement it with positional encoding inputs through another NeRF branch for rendering in a joint learning fashion. We show that such an integration can utilize the advantages of two alternative solutions: a light-weighted NeRF is sufficient, under the guidance of the feature grid representation, to render photorealistic novel views with fine details; and the jointly optimized ground feature planes, can meanwhile gain further refinements, forming a more accurate and compact feature space and output much more natural rendering results.
Both indoor and outdoor environments are inherently structured and repetitive. Traditional modeling pipelines keep an asset library storing unique object templates, which is both versatile and memory efficient in practice. Inspired by this observation, we propose AssetField, a novel neural scene representation that learns a set of object-aware ground feature planes to represent the scene, where an asset library storing template feature patches can be constructed in an unsupervised manner. Unlike existing methods which require object masks to query spatial points for object editing, our ground feature plane representation offers a natural visualization of the scene in the bird-eye view, allowing a variety of operations (e.g. translation, duplication, deformation) on objects to configure a new scene. With the template feature patches, group editing is enabled for scenes with many recurring items to avoid repetitive work on object individuals. We show that AssetField not only achieves competitive performance for novel-view synthesis but also generates realistic renderings for new scene configurations.
Amateurs working on mini-films and short-form videos usually spend lots of time and effort on the multi-round complicated process of setting and adjusting scenes, plots, and cameras to deliver satisfying video shots. We present Virtual Dynamic Storyboard (VDS) to allow users storyboarding shots in virtual environments, where the filming staff can easily test the settings of shots before the actual filming. VDS runs on a "propose-simulate-discriminate" mode: Given a formatted story script and a camera script as input, it generates several character animation and camera movement proposals following predefined story and cinematic rules to allow an off-the-shelf simulation engine to render videos. To pick up the top-quality dynamic storyboard from the candidates, we equip it with a shot ranking discriminator based on shot quality criteria learned from professional manual-created data. VDS is comprehensively validated via extensive experiments and user studies, demonstrating its efficiency, effectiveness, and great potential in assisting amateur video production.
This paper presents OmniCity, a new dataset for omnipotent city understanding from multi-level and multi-view images. More precisely, the OmniCity contains multi-view satellite images as well as street-level panorama and mono-view images, constituting over 100K pixel-wise annotated images that are well-aligned and collected from 25K geo-locations in New York City. To alleviate the substantial pixel-wise annotation efforts, we propose an efficient street-view image annotation pipeline that leverages the existing label maps of satellite view and the transformation relations between different views (satellite, panorama, and mono-view). With the new OmniCity dataset, we provide benchmarks for a variety of tasks including building footprint extraction, height estimation, and building plane/instance/fine-grained segmentation. Compared with the existing multi-level and multi-view benchmarks, OmniCity contains a larger number of images with richer annotation types and more views, provides more benchmark results of state-of-the-art models, and introduces a novel task for fine-grained building instance segmentation on street-level panorama images. Moreover, OmniCity provides new problem settings for existing tasks, such as cross-view image matching, synthesis, segmentation, detection, etc., and facilitates the developing of new methods for large-scale city understanding, reconstruction, and simulation. The OmniCity dataset as well as the benchmarks will be available at https://city-super.github.io/omnicity.
Neural Radiance Field (NeRF) has achieved outstanding performance in modeling 3D objects and controlled scenes, usually under a single scale. In this work, we make the first attempt to bring NeRF to city-scale, with views ranging from satellite-level that captures the overview of a city, to ground-level imagery showing complex details of an architecture. The wide span of camera distance to the scene yields multi-scale data with different levels of detail and spatial coverage, which casts great challenges to vanilla NeRF and biases it towards compromised results. To address these issues, we introduce CityNeRF, a progressive learning paradigm that grows the NeRF model and training set synchronously. Starting from fitting distant views with a shallow base block, as training progresses, new blocks are appended to accommodate the emerging details in the increasingly closer views. The strategy effectively activates high-frequency channels in the positional encoding and unfolds more complex details as the training proceeds. We demonstrate the superiority of CityNeRF in modeling diverse city-scale scenes with drastically varying views, and its support for rendering views in different levels of detail.