Multi-Scale 3D Gaussian Splatting for Anti-Aliased Rendering

Abstract

3D Gaussians have recently emerged as a highly efficient representation for 3D reconstruction and rendering. Despite its high rendering quality and speed at high resolutions, they both deteriorate drastically when rendered at lower resolutions or from far away camera position.

During low resolution or far away rendering, the pixel size of the image can fall below the Nyquist frequency compared to the screen size of each splatted 3D Gaussian and leads to aliasing effect.The rendering is also drastically slowed down by the sequential alpha blending of more splatted Gaussians per pixel.

在低分辨率或远距离渲染时,图像的像素尺寸相对于每个泼溅的3D高斯屏幕尺寸可以下降到奈奎斯特频率(Nyquist frequency是为防止信号混叠需要定义最小采样频率)以下,并导致混叠效应。

To address these issues, we propose a multi-scale 3D Gaussian splatting algorithm, which maintains Gaussians at different scales to represent the same scene.

Higher-resolution images are rendered with more small Gaussians, and lower-resolution images are rendered with fewer larger Gaussians.

With similar training time, our algorithm can achieve 13%-66% PSNR and 160%-2400% rendering speed improvement at 4×-128× scale rendering on Mip-NeRF360 dataset compared to the single scale 3D Gaussian splatting.

Figure

Figure 1

The rendering quality and speed of the original 3DGS deteriorate severely at low resoluti

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