Real-time Rendering Optimization with Gaussian Splatting

Three-dimensional Gaussian Splatting (3D GS) is a state-of-the-art rendering method designed to optimize computational efficiency in three-dimensional scene representation by using learnable Gaussians. Its predecessor, Neral Radiance Fields (NeRF), offers high accuracy but is computationally intensive. 3D GS reduces the required computational power by simplifying NeRF’s fivedimensional coordinate system into Gaussians that represent color and density. This research investigates the 3D GS’s tolerance to optimization by implementing and testing Knowledge Distillation and a custom Loss Function to refine Gaussian weight distributions during rendering. We compare these optimization implementations against baseline tests to evaluate their effect on rendering accuracy and computational efficiency. Our findings contribute to the broader discussion on optimizing three-dimensional rendering techniques and future advancements in machine learning-driven visualization.

Publication Details

Journal
DigitalCommons-IMSA (Illinois Mathematics and Science Academy)
Published
2025-04-17
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
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article

Real-time Rendering Optimization with Gaussian Splatting

DigitalCommons-IMSA (Illinois Mathematics and Science Academy)
Computer Graphics and Visualization Techniques
article

Real-time Rendering Optimization with Gaussian Splatting

article en

Abstract

Three-dimensional Gaussian Splatting (3D GS) is a state-of-the-art rendering method designed to optimize computational efficiency in three-dimensional scene representation by using learnable Gaussians. Its predecessor, Neral Radiance Fields (NeRF), offers high accuracy but is computationally intensive. 3D GS reduces the required computational power by simplifying NeRF’s fivedimensional coordinate system into Gaussians that represent color and density. This research investigates the 3D GS’s tolerance to optimization by implementing and testing Knowledge Distillation and a custom Loss Function to refine Gaussian weight distributions during rendering. We compare these optimization implementations against baseline tests to evaluate their effect on rendering accuracy and computational efficiency. Our findings contribute to the broader discussion on optimizing three-dimensional rendering techniques and future advancements in machine learning-driven visualization.

DigitalCommons-IMSA (Illinois Mathematics and Science Academy)
Openalex Percentile: Top 32%
Computer Graphics and Visualization Techniques
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