26 Mar 2024 | Kerui Ren, Lihan Jiang, Tao Lu, Mulin Yu, Linning Xu, Zhangkai Ni, Bo Dai
Octree-GS introduces a Level-of-Detail (LOD) structured 3D Gaussian approach to achieve consistent real-time rendering. The method uses an octree structure to organize anchor Gaussians hierarchically, dynamically selecting the appropriate level of detail based on viewing distance and scene complexity. This enables efficient rendering of large-scale scenes with varying levels of detail, reducing the number of Gaussians needed for rendering and improving performance. The model adapts to different scales and zoom levels, maintaining high-fidelity results while ensuring consistent rendering speed. Octree-GS outperforms existing methods like Scaffold-GS and Mip-Splatting in rendering quality and efficiency, particularly in large-scale and extreme-view scenarios. The approach addresses limitations of traditional 3D Gaussian splatting by incorporating adaptive LOD management, reducing redundancy, and improving rendering efficiency. The method is validated on multiple datasets, demonstrating superior performance in terms of rendering quality, speed, and scalability. The model's ability to handle complex scenes with varying detail levels makes it suitable for real-time applications in virtual environments and immersive experiences.Octree-GS introduces a Level-of-Detail (LOD) structured 3D Gaussian approach to achieve consistent real-time rendering. The method uses an octree structure to organize anchor Gaussians hierarchically, dynamically selecting the appropriate level of detail based on viewing distance and scene complexity. This enables efficient rendering of large-scale scenes with varying levels of detail, reducing the number of Gaussians needed for rendering and improving performance. The model adapts to different scales and zoom levels, maintaining high-fidelity results while ensuring consistent rendering speed. Octree-GS outperforms existing methods like Scaffold-GS and Mip-Splatting in rendering quality and efficiency, particularly in large-scale and extreme-view scenarios. The approach addresses limitations of traditional 3D Gaussian splatting by incorporating adaptive LOD management, reducing redundancy, and improving rendering efficiency. The method is validated on multiple datasets, demonstrating superior performance in terms of rendering quality, speed, and scalability. The model's ability to handle complex scenes with varying detail levels makes it suitable for real-time applications in virtual environments and immersive experiences.