FSGS: Real-Time Few-shot View Synthesis using Gaussian Splatting

CV 3DGS Monocular or Binocular Depth Estimation and Occlusion Handling
2023年12月01日
从有限的观测中合成新视角仍然是一个重要且持久的任务。然而,现有基于NeRF的少样本视角合成技术往往为了获得准确的3D表示而牺牲高效率。为了解决这一挑战,我们提出了一种基于3D高斯喷洒的少样本视角合成框架,可以实现实时和逼真的视角合成,仅需三个训练视角。所提出的方法称为FSGS,通过精心设计的高斯反池化过程处理极为稀疏的初始化SfM点。我们的方法通过迭代在最具代表性的位置周围分布新的高斯函数,随后在空缺区域填充局部细节。我们还在高斯优化过程中整合了大规模预训练的单目深度估计器,利用在线增强视角来引导几何优化朝着最优解方向发展。从有限的输入视角观察到的稀疏点开始,我们的FSGS可以精确地扩展到未见区域,全面覆盖场景并提高新视角的渲染质量。总体而言,FSGS在LLFF、Mip-NeRF360和Blender等不同数据集上实现了最先进的准确性和渲染效率。项目网站:https://zehaozhu.github.io/FSGS/。
Novel view synthesis from limited observations remains an important and persistent task. However, high efficiency in existing NeRF-based few-shot view synthesis is often compromised to obtain an accurate 3D representation. To address this challenge, we propose a few-shot view synthesis framework based on 3D Gaussian Splatting that enables real-time and photo-realistic view synthesis with as few as three training views. The proposed method, dubbed FSGS, handles the extremely sparse initialized SfM points with a thoughtfully designed Gaussian Unpooling process. Our method iteratively distributes new Gaussians around the most representative locations, subsequently infilling local details in vacant areas. We also integrate a large-scale pre-trained monocular depth estimator within the Gaussians optimization process, leveraging online augmented views to guide the geometric optimization towards an optimal solution. Starting from sparse points observed from limited input viewpoints, our FSGS can accurately grow into unseen regions, comprehensively covering the scene and boosting the rendering quality of novel views. Overall, FSGS achieves state-of-the-art performance in both accuracy and rendering efficiency across diverse datasets, including LLFF, Mip-NeRF360, and Blender. Project website: https://zehaozhu.github.io/FSGS/.
许愿