3D Gaussian Splatting for Real-Time Radiance Field Rendering (2023) Bernhard Kerbl, Georgios Kopanas, Thomas Leimkühler and George Drettakis published "3D Gaussian Splatting for Real-Time Radiance Field Rendering" in ACM Transactions on Graphics (volume 42, number 4, July 2023), reporting high-quality real-time novel-view synthesis at 1080p resolution at 100 fps or more for unbounded and complete scenes. The authors evaluated the method on 13 real scenes drawn from previously published datasets plus the synthetic Blender dataset, including the full set of scenes in Mip-NeRF 360, two scenes from Tanks and Temples and two scenes provided by Deep Blending. The work was funded by ERC Advanced grant FUNGRAPH No 788065. Radiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For unbounded and complete scenes rather than isolated objects and 1080p resolution rendering, no current method can achieve real-time display rates. We introduce three key elements that allow us to achieve state-of-the-art visual quality while maintaining competitive training times and importantly allow high-quality real-time ≥ 100 fps novel-view synthesis at 1080p resolution. We tested our algorithm on a total of 13 real scenes taken from previously published datasets and the synthetic Blender dataset. In particular, we tested our approach on the full set of scenes presented in Mip-Nerf360 Barron 2022 , which is the current state of the art in NeRF rendering quality, two scenes from the Tanks and Temples dataset Knapitsch 2017 and two scenes provided by Deep Blending Hedman 2018 . For the full evaluation please check the paper and the supplemental. @Article{kerbl3Dgaussians, author = {Kerbl, Bernhard and Kopanas, Georgios and Leimk{\"u}hler, Thomas and Drettakis, George}, title = {3D Gaussian Splatting for Real-Time Radiance Field Rendering}, journal = {ACM Transactions on Graphics}, number = {4}, volume = {42}, month = {July}, year = {2023}, url = {https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/} } This research was funded by the ERC Advanced grant FUNGRAPH http://fungraph.inria.fr No 788065. The authors are grateful to Adobe for generous donations, the OPAL infrastructure from Université Côte d’Azur and for the HPC resources from GENCI–IDRIS Grant 2022-AD011013409 . The authors thank the anonymous reviewers for their valuable feedback, P. Hedman and A. Tewari for proofreading earlier drafts also T. Müller, A. Yu and S. Fridovich-Keil for helping with the comparisons. Müller 2022 Müller, T., Evans, A., Schied, C. and Keller, A., 2022. Instant neural graphics primitives with a multiresolution hash encoding Hedman 2018 Hedman, P., Philip, J., Price, T., Frahm, J.M., Drettakis, G. and Brostow, G., 2018. Deep blending for free-viewpoint image-based rendering. ACM Transactions on Graphics TOG , 37 6 , pp.1-15. Barron 2022 Barron, Jonathan T., et al. "Mip-nerf 360: Unbounded anti-aliased neural radiance fields." Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 2022. Fridovich-Keil and Yu 2022 Fridovich-Keil, Sara, et al. "Plenoxels: Radiance fields without neural networks." Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 2022. Knapitsch 2017 Knapitsch, Arno, et al. "Tanks and temples: Benchmarking large-scale scene reconstruction." ACM Transactions on Graphics ToG 36.4 2017 : 1-13.