Abstract:Most self-driving systems rely on hand-coded perception outputs and engineered driving rules. Learning directly from human driving data with an end-to-end method can allow for a training architecture that is simpler and scales well with compute and data. In this work, we propose an end-to-end training architecture that uses real driving data to train a driving policy in an on-policy simulator. We show two different methods of simulation, one with reprojective simulation and one with a learned world model. We show that both methods can be used to train a policy that learns driving behavior without any hand-coded driving rules. We evaluate the performance of these policies in a closed-loop simulation and when deployed in a real-world advanced driver-assistance system.
Abstract:3D Gaussian Splatting is capable of reconstructing 3D scenes in minutes. Despite recent advances in improving surface reconstruction accuracy, the reconstructed results still exhibit bias and suffer from inefficiency in storage and training. This paper provides a different observation on the cause of the inefficiency and the reconstruction bias, which is attributed to the integration of the low-opacity parts (LOPs) of the generated Gaussians. We show that LOPs consist of Gaussians with overall low-opacity (LOGs) and the low-opacity tails (LOTs) of Gaussians. We propose Spiking GS to reduce such two types of LOPs by integrating spiking neurons into the Gaussian Splatting pipeline. Specifically, we introduce global and local full-precision integrate-and-fire spiking neurons to the opacity and representation function of flattened 3D Gaussians, respectively. Furthermore, we enhance the density control strategy with spiking neurons' thresholds and an new criterion on the scale of Gaussians. Our method can represent more accurate reconstructed surfaces at a lower cost. The code is available at \url{https://github.com/shippoT/Spiking_GS}.