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Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View Synthesis

NeurIPS 2024 · 3D vision › Gaussian splatting · approach: Compact and efficient Gaussian splatting · 13 citations (OpenAlex)

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Proposes SCGaussian, a few-shot 3D Gaussian Splatting method that uses pretrained matching priors and a hybrid of ray-bound and free Gaussian primitives to enforce a 3D-consistent scene structure.

Problem

Few-shot novel view synthesis with 3D Gaussian Splatting fails under sparse inputs because the model cannot learn a 3D-consistent scene structure; Gaussian positions are hard to constrain and monocular depth priors are scale- and multi-view inconsistent.

Approach

A hybrid Gaussian representation: ray-based primitives bound to matching rays (position restricted to move along the ray, supervised by matching correspondences) plus ordinary non-structure primitives for single-view background, together with a rendering-geometry reprojection loss.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
add hybrid Gaussian representation to vanilla 3DGS (ablation)3DGS · LLFF, 3 viewsPSNR: 16.46 -> 18.62Helped
add rendering geometry optimization (ablation)3DGS with hybrid representation · LLFF, 3 viewsPSNR: 18.62 -> 19.40Helped
add dual optimization of rendering geometry and Gaussian positions (ablation)SCGaussian with hybrid representation · LLFF, 3 viewsPSNR: 19.40 -> 20.69Helped
add cache and matching-prior filtering (ablation)SCGaussian with dual optimization · LLFF, 3 viewsPSNR: 20.69 -> 20.77Helped
replace non-structure primitives with ray-based primitives only (ablation)SCGaussian hybrid representation · LLFF, 3 viewsPSNR: 20.77 -> 20.50Hurt
replace ray-based primitives with non-structure primitives only (ablation)SCGaussian hybrid representation · LLFF, 3 viewsPSNR: 20.77 -> 19.40Hurt
use FSGS instead of SCGaussianfew-shot novel view synthesis · LLFF, 3 viewsPSNR: 20.43 -> 20.77Hurt
use FSGS instead of SCGaussianfew-shot novel view synthesis · IBRNet, 3 viewsPSNR: 19.84 -> 21.59Hurt
use FSGS instead of SCGaussianfew-shot novel view synthesis · Tanks and Temples, 3 viewsPSNR: 20.01 -> 22.17Hurt
use FreeNeRF instead of SCGaussianfew-shot novel view synthesis · DTU, 3 viewsPSNR: 19.92 -> 20.56Hurt
use FSGS instead of SCGaussianfew-shot novel view synthesis · Blender, 8 training imagesPSNR: 24.640 -> 25.618Hurt
increase training views from 3 to 6SCGaussian · Tanks and TemplesPSNR: 22.17 -> 26.95Helped

Surprising findings

Limitations

Experimental setup

Datasets: LLFF IBRNet Tanks and Temples DTU NeRF Blender Synthetic

Benchmarks: LLFF IBRNet Tanks and Temples DTU NeRF Blender Synthetic

Metrics: PSNR SSIM LPIPS AVG

Baselines: MipNeRF DietNeRF RegNeRF FreeNeRF SparseNeRF 3DGS FSGS DNGaussian

Builds on: 3D Gaussian Splatting DNGaussian FSGS GIM

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