[en] Though Gaussian splatting has achieved impressive results in novel view synthesis, it requires millions of primitives to model highly textured scenes, even when the geometry of the scene is simple. We propose a representation that goes beyond point-based rendering and decouples geometry and appearance in order to achieve a compact representation. We use surfels for geometry and a combination of a global neural field and per-primitive colours for appearance. The neural field textures a fixed number of primitives for each pixel, ensuring that the added compute is low. Our representation matches the perceptual quality of 3D Gaussian splatting while using $9.7\times$ fewer primitives and $5.5\times$ less memory on outdoor scenes and using $31\times$ fewer primitives and $3.7\times$ less memory on indoor scenes. Our representation also renders twice as fast as existing textured primitives while improving upon their visual quality.
Research Center/Unit :
Montefiore Institute - Montefiore Institute of Electrical Engineering and Computer Science - ULiège VIULab TELIM
Disciplines :
Electrical & electronics engineering
Author, co-author :
Rong, Victor
Held, Jan ; Université de Liège - ULiège > Montefiore Institute of Electrical Engineering and Computer Science
Chu, Victor
Rebain, Daniel
Van Droogenbroeck, Marc ; Université de Liège - ULiège > Département d'électricité, électronique et informatique (Institut Montefiore) > Télécommunications
Kutulakos, Kiriakos N.
Tagliasacchi, Andrea
Lindell, David B.
Language :
English
Title :
Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries