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This repository contains code for "AbsGS: Recovering Fine Details for 3D Gaussian Splatting" (ACM MM 2024).

We reveal that the original adaptive density control strategy in 3D Gaussian Splatting (3D-GS) has the flaw of gradient collision which results in degradation, and propose homodirectional gradient as the guidance for densification. (a) Our method recovers fine details and achieves higher quality novel view synthesis results. SSIM, PSNR, LPIPS are inset. (b) Our proposed method yields more reasonable distribution of Gaussion points with comparable number of Gaussians and memory consumption with 3D-GS. (c) By adopting our method, the large Gaussians in over-reconstructed regions that lead to blur are eliminated.


Installation

The repository contains submodules, thus please check it out with

git clone git@github.com:TY424/AbsGS.git --recursive
# if you have an environment used for 3dgs, use it# if not, create a new environment
conda env create --file environment.yml
conda activate Absgs
cd submodules/
python ./diff-gaussian-rasterization-abs/setup.py install
python ./simple-knn/setup.py install

Training and Evaluation

# Train
python train.py -s <path to COLMAP or NeRF Synthetic dataset>
-m <output path>
--eval # Train with train/test split
# Generate renderings
python render.py -s <path to COLMAP or NeRF Synthetic dataset> -m <output path>
# Compute error metrics on renderings
python metrics.py -m <path to trained model> # This script specifies the routine used in our evaluation
python full_eval.py -m360 <mipnerf360 folder> -tat <tanks and temples folder> -db <deep blending folder>

Some minor changes

Based on AbsGS, we have made some minor modifications to improve performance in large scenarios. None of these modifications were utilized in our paper.

Initial pruning

We noticed that the visualization results of point clouds in COLMAP are inconsistent with those in the .ply file, as COLMAP filters them based on reprojection errors and track length during visualization. Therefore, we modified the read_points3D_binary function. In addition, pruning is performed initially based on the size of the radius to remove noise.

point

Weight-based pruning

Taking inspiration from the pruning strategy based on max_radii2d in 3DGS, we conduct pruning based on the contribution (max_weight) of the Gaussian during rendering , where max_weight represents the maximum weight of the Gaussian participated in all rendering processes.

In fact, the pruning strategy based on max_radii2d does not work for 3DGS, and we haven't fixed this bug.

Sci-Art

Sci-Art scene from UrbanScene3D dataset

w/ prune: uses Initial pruning and weight-based pruning

New Arguments

--percent_dense

Percentage of scene extent (0--1) a point must exceed to be splite, 0.001 by default.

--densify_grad_threshold

Limit that decides if points should be cloned based on 2D position gradient, 0.0002 by default.

--densify_grad_abs_threshold

Limit that decides if points should be splite based on homodirectional gradient, 0.0004 by default.

--use_reduce

Whether to periodically reduce opacity, True by default.

--opacity_reduce_interval

How frequently to reduce opacity, 3_000 by default.

--use_prune_weight

Whether to prune based on weights, False by default.

--min_weight

Gaussians with weights less than this threshold will be pruned, 0.5 by default.

--prune_until_iter

Iteration where pruning by weight stops, 15_000 by default.

Citation

If you find our code or paper useful, please consider citing:

@misc{ye2024absgs,
title={AbsGS: Recovering Fine Details for 3D Gaussian Splatting}, author={Zongxin Ye and Wenyu Li and Sidun Liu and Peng Qiao and Yong Dou},
year={2024},
eprint={2404.10484},
archivePrefix={arXiv},
primaryClass={cs.CV}
}
@Article{kerbl3Dgaussians,
author = {Kerbl, Bernhard and Kopanas, Georgios and Leimk{\"u}hler, Thomas and Drettakis, George},
title = {3D Gaussian Splatting for Real-Time Radiance Field Rendering},
journal = {ACM Transactions on Graphics},
number = {4},
volume = {42},
month = {July},
year = {2023},
url = {https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/}
}

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
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})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

This repository contains code for "AbsGS: Recovering Fine Details for 3D Gaussian Splatting" (ACM MM 2024).

We reveal that the original adaptive density control strategy in 3D Gaussian Splatting (3D-GS) has the flaw of gradient collision which results in degradation, and propose homodirectional gradient as the guidance for densification. (a) Our method recovers fine details and achieves higher quality novel view synthesis results. SSIM, PSNR, LPIPS are inset. (b) Our proposed method yields more reasonable distribution of Gaussion points with comparable number of Gaussians and memory consumption with 3D-GS. (c) By adopting our method, the large Gaussians in over-reconstructed regions that lead to blur are eliminated.


Installation

The repository contains submodules, thus please check it out with

git clone git@github.com:TY424/AbsGS.git --recursive
# if you have an environment used for 3dgs, use it# if not, create a new environment
conda env create --file environment.yml
conda activate Absgs
cd submodules/
python ./diff-gaussian-rasterization-abs/setup.py install
python ./simple-knn/setup.py install

Training and Evaluation

# Train
python train.py -s <path to COLMAP or NeRF Synthetic dataset>
-m <output path>
--eval # Train with train/test split
# Generate renderings
python render.py -s <path to COLMAP or NeRF Synthetic dataset> -m <output path>
# Compute error metrics on renderings
python metrics.py -m <path to trained model> # This script specifies the routine used in our evaluation
python full_eval.py -m360 <mipnerf360 folder> -tat <tanks and temples folder> -db <deep blending folder>

Some minor changes

Based on AbsGS, we have made some minor modifications to improve performance in large scenarios. None of these modifications were utilized in our paper.

Initial pruning

We noticed that the visualization results of point clouds in COLMAP are inconsistent with those in the .ply file, as COLMAP filters them based on reprojection errors and track length during visualization. Therefore, we modified the read_points3D_binary function. In addition, pruning is performed initially based on the size of the radius to remove noise.

point

Weight-based pruning

Taking inspiration from the pruning strategy based on max_radii2d in 3DGS, we conduct pruning based on the contribution (max_weight) of the Gaussian during rendering , where max_weight represents the maximum weight of the Gaussian participated in all rendering processes.

In fact, the pruning strategy based on max_radii2d does not work for 3DGS, and we haven't fixed this bug.

Sci-Art

Sci-Art scene from UrbanScene3D dataset

w/ prune: uses Initial pruning and weight-based pruning

New Arguments

--percent_dense

Percentage of scene extent (0--1) a point must exceed to be splite, 0.001 by default.

--densify_grad_threshold

Limit that decides if points should be cloned based on 2D position gradient, 0.0002 by default.

--densify_grad_abs_threshold

Limit that decides if points should be splite based on homodirectional gradient, 0.0004 by default.

--use_reduce

Whether to periodically reduce opacity, True by default.

--opacity_reduce_interval

How frequently to reduce opacity, 3_000 by default.

--use_prune_weight

Whether to prune based on weights, False by default.

--min_weight

Gaussians with weights less than this threshold will be pruned, 0.5 by default.

--prune_until_iter

Iteration where pruning by weight stops, 15_000 by default.

Citation

If you find our code or paper useful, please consider citing:

@misc{ye2024absgs,
title={AbsGS: Recovering Fine Details for 3D Gaussian Splatting}, author={Zongxin Ye and Wenyu Li and Sidun Liu and Peng Qiao and Yong Dou},
year={2024},
eprint={2404.10484},
archivePrefix={arXiv},
primaryClass={cs.CV}
}
@Article{kerbl3Dgaussians,
author = {Kerbl, Bernhard and Kopanas, Georgios and Leimk{\"u}hler, Thomas and Drettakis, George},
title = {3D Gaussian Splatting for Real-Time Radiance Field Rendering},
journal = {ACM Transactions on Graphics},
number = {4},
volume = {42},
month = {July},
year = {2023},
url = {https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/}
}

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252 stars

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8 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

This repository contains code for "AbsGS: Recovering Fine Details for 3D Gaussian Splatting" (ACM MM 2024).

We reveal that the original adaptive density control strategy in 3D Gaussian Splatting (3D-GS) has the flaw of gradient collision which results in degradation, and propose homodirectional gradient as the guidance for densification. (a) Our method recovers fine details and achieves higher quality novel view synthesis results. SSIM, PSNR, LPIPS are inset. (b) Our proposed method yields more reasonable distribution of Gaussion points with comparable number of Gaussians and memory consumption with 3D-GS. (c) By adopting our method, the large Gaussians in over-reconstructed regions that lead to blur are eliminated.


Installation

The repository contains submodules, thus please check it out with

git clone git@github.com:TY424/AbsGS.git --recursive
# if you have an environment used for 3dgs, use it# if not, create a new environment
conda env create --file environment.yml
conda activate Absgs
cd submodules/
python ./diff-gaussian-rasterization-abs/setup.py install
python ./simple-knn/setup.py install

Training and Evaluation

# Train
python train.py -s <path to COLMAP or NeRF Synthetic dataset>
-m <output path>
--eval # Train with train/test split
# Generate renderings
python render.py -s <path to COLMAP or NeRF Synthetic dataset> -m <output path>
# Compute error metrics on renderings
python metrics.py -m <path to trained model> # This script specifies the routine used in our evaluation
python full_eval.py -m360 <mipnerf360 folder> -tat <tanks and temples folder> -db <deep blending folder>

Some minor changes

Based on AbsGS, we have made some minor modifications to improve performance in large scenarios. None of these modifications were utilized in our paper.

Initial pruning

We noticed that the visualization results of point clouds in COLMAP are inconsistent with those in the .ply file, as COLMAP filters them based on reprojection errors and track length during visualization. Therefore, we modified the read_points3D_binary function. In addition, pruning is performed initially based on the size of the radius to remove noise.

point

Weight-based pruning

Taking inspiration from the pruning strategy based on max_radii2d in 3DGS, we conduct pruning based on the contribution (max_weight) of the Gaussian during rendering , where max_weight represents the maximum weight of the Gaussian participated in all rendering processes.

In fact, the pruning strategy based on max_radii2d does not work for 3DGS, and we haven't fixed this bug.

Sci-Art

Sci-Art scene from UrbanScene3D dataset

w/ prune: uses Initial pruning and weight-based pruning

New Arguments

--percent_dense

Percentage of scene extent (0--1) a point must exceed to be splite, 0.001 by default.

--densify_grad_threshold

Limit that decides if points should be cloned based on 2D position gradient, 0.0002 by default.

--densify_grad_abs_threshold

Limit that decides if points should be splite based on homodirectional gradient, 0.0004 by default.

--use_reduce

Whether to periodically reduce opacity, True by default.

--opacity_reduce_interval

How frequently to reduce opacity, 3_000 by default.

--use_prune_weight

Whether to prune based on weights, False by default.

--min_weight

Gaussians with weights less than this threshold will be pruned, 0.5 by default.

--prune_until_iter

Iteration where pruning by weight stops, 15_000 by default.

Citation

If you find our code or paper useful, please consider citing:

@misc{ye2024absgs,
title={AbsGS: Recovering Fine Details for 3D Gaussian Splatting}, author={Zongxin Ye and Wenyu Li and Sidun Liu and Peng Qiao and Yong Dou},
year={2024},
eprint={2404.10484},
archivePrefix={arXiv},
primaryClass={cs.CV}
}
@Article{kerbl3Dgaussians,
author = {Kerbl, Bernhard and Kopanas, Georgios and Leimk{\"u}hler, Thomas and Drettakis, George},
title = {3D Gaussian Splatting for Real-Time Radiance Field Rendering},
journal = {ACM Transactions on Graphics},
number = {4},
volume = {42},
month = {July},
year = {2023},
url = {https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/}
}

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252 stars

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8 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

This repository contains code for "AbsGS: Recovering Fine Details for 3D Gaussian Splatting" (ACM MM 2024).

We reveal that the original adaptive density control strategy in 3D Gaussian Splatting (3D-GS) has the flaw of gradient collision which results in degradation, and propose homodirectional gradient as the guidance for densification. (a) Our method recovers fine details and achieves higher quality novel view synthesis results. SSIM, PSNR, LPIPS are inset. (b) Our proposed method yields more reasonable distribution of Gaussion points with comparable number of Gaussians and memory consumption with 3D-GS. (c) By adopting our method, the large Gaussians in over-reconstructed regions that lead to blur are eliminated.


Installation

The repository contains submodules, thus please check it out with

git clone git@github.com:TY424/AbsGS.git --recursive
# if you have an environment used for 3dgs, use it# if not, create a new environment
conda env create --file environment.yml
conda activate Absgs
cd submodules/
python ./diff-gaussian-rasterization-abs/setup.py install
python ./simple-knn/setup.py install

Training and Evaluation

# Train
python train.py -s <path to COLMAP or NeRF Synthetic dataset>
-m <output path>
--eval # Train with train/test split
# Generate renderings
python render.py -s <path to COLMAP or NeRF Synthetic dataset> -m <output path>
# Compute error metrics on renderings
python metrics.py -m <path to trained model> # This script specifies the routine used in our evaluation
python full_eval.py -m360 <mipnerf360 folder> -tat <tanks and temples folder> -db <deep blending folder>

Some minor changes

Based on AbsGS, we have made some minor modifications to improve performance in large scenarios. None of these modifications were utilized in our paper.

Initial pruning

We noticed that the visualization results of point clouds in COLMAP are inconsistent with those in the .ply file, as COLMAP filters them based on reprojection errors and track length during visualization. Therefore, we modified the read_points3D_binary function. In addition, pruning is performed initially based on the size of the radius to remove noise.

point

Weight-based pruning

Taking inspiration from the pruning strategy based on max_radii2d in 3DGS, we conduct pruning based on the contribution (max_weight) of the Gaussian during rendering , where max_weight represents the maximum weight of the Gaussian participated in all rendering processes.

In fact, the pruning strategy based on max_radii2d does not work for 3DGS, and we haven't fixed this bug.

Sci-Art

Sci-Art scene from UrbanScene3D dataset

w/ prune: uses Initial pruning and weight-based pruning

New Arguments

--percent_dense

Percentage of scene extent (0--1) a point must exceed to be splite, 0.001 by default.

--densify_grad_threshold

Limit that decides if points should be cloned based on 2D position gradient, 0.0002 by default.

--densify_grad_abs_threshold

Limit that decides if points should be splite based on homodirectional gradient, 0.0004 by default.

--use_reduce

Whether to periodically reduce opacity, True by default.

--opacity_reduce_interval

How frequently to reduce opacity, 3_000 by default.

--use_prune_weight

Whether to prune based on weights, False by default.

--min_weight

Gaussians with weights less than this threshold will be pruned, 0.5 by default.

--prune_until_iter

Iteration where pruning by weight stops, 15_000 by default.

Citation

If you find our code or paper useful, please consider citing:

@misc{ye2024absgs,
title={AbsGS: Recovering Fine Details for 3D Gaussian Splatting}, author={Zongxin Ye and Wenyu Li and Sidun Liu and Peng Qiao and Yong Dou},
year={2024},
eprint={2404.10484},
archivePrefix={arXiv},
primaryClass={cs.CV}
}
@Article{kerbl3Dgaussians,
author = {Kerbl, Bernhard and Kopanas, Georgios and Leimk{\"u}hler, Thomas and Drettakis, George},
title = {3D Gaussian Splatting for Real-Time Radiance Field Rendering},
journal = {ACM Transactions on Graphics},
number = {4},
volume = {42},
month = {July},
year = {2023},
url = {https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/}
}

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252 stars

Watchers

8 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

This repository contains code for "AbsGS: Recovering Fine Details for 3D Gaussian Splatting" (ACM MM 2024).

We reveal that the original adaptive density control strategy in 3D Gaussian Splatting (3D-GS) has the flaw of gradient collision which results in degradation, and propose homodirectional gradient as the guidance for densification. (a) Our method recovers fine details and achieves higher quality novel view synthesis results. SSIM, PSNR, LPIPS are inset. (b) Our proposed method yields more reasonable distribution of Gaussion points with comparable number of Gaussians and memory consumption with 3D-GS. (c) By adopting our method, the large Gaussians in over-reconstructed regions that lead to blur are eliminated.


Installation

The repository contains submodules, thus please check it out with

git clone git@github.com:TY424/AbsGS.git --recursive
# if you have an environment used for 3dgs, use it# if not, create a new environment
conda env create --file environment.yml
conda activate Absgs
cd submodules/
python ./diff-gaussian-rasterization-abs/setup.py install
python ./simple-knn/setup.py install

Training and Evaluation

# Train
python train.py -s <path to COLMAP or NeRF Synthetic dataset>
-m <output path>
--eval # Train with train/test split
# Generate renderings
python render.py -s <path to COLMAP or NeRF Synthetic dataset> -m <output path>
# Compute error metrics on renderings
python metrics.py -m <path to trained model> # This script specifies the routine used in our evaluation
python full_eval.py -m360 <mipnerf360 folder> -tat <tanks and temples folder> -db <deep blending folder>

Some minor changes

Based on AbsGS, we have made some minor modifications to improve performance in large scenarios. None of these modifications were utilized in our paper.

Initial pruning

We noticed that the visualization results of point clouds in COLMAP are inconsistent with those in the .ply file, as COLMAP filters them based on reprojection errors and track length during visualization. Therefore, we modified the read_points3D_binary function. In addition, pruning is performed initially based on the size of the radius to remove noise.

point

Weight-based pruning

Taking inspiration from the pruning strategy based on max_radii2d in 3DGS, we conduct pruning based on the contribution (max_weight) of the Gaussian during rendering , where max_weight represents the maximum weight of the Gaussian participated in all rendering processes.

In fact, the pruning strategy based on max_radii2d does not work for 3DGS, and we haven't fixed this bug.

Sci-Art

Sci-Art scene from UrbanScene3D dataset

w/ prune: uses Initial pruning and weight-based pruning

New Arguments

--percent_dense

Percentage of scene extent (0--1) a point must exceed to be splite, 0.001 by default.

--densify_grad_threshold

Limit that decides if points should be cloned based on 2D position gradient, 0.0002 by default.

--densify_grad_abs_threshold

Limit that decides if points should be splite based on homodirectional gradient, 0.0004 by default.

--use_reduce

Whether to periodically reduce opacity, True by default.

--opacity_reduce_interval

How frequently to reduce opacity, 3_000 by default.

--use_prune_weight

Whether to prune based on weights, False by default.

--min_weight

Gaussians with weights less than this threshold will be pruned, 0.5 by default.

--prune_until_iter

Iteration where pruning by weight stops, 15_000 by default.

Citation

If you find our code or paper useful, please consider citing:

@misc{ye2024absgs,
title={AbsGS: Recovering Fine Details for 3D Gaussian Splatting}, author={Zongxin Ye and Wenyu Li and Sidun Liu and Peng Qiao and Yong Dou},
year={2024},
eprint={2404.10484},
archivePrefix={arXiv},
primaryClass={cs.CV}
}
@Article{kerbl3Dgaussians,
author = {Kerbl, Bernhard and Kopanas, Georgios and Leimk{\"u}hler, Thomas and Drettakis, George},
title = {3D Gaussian Splatting for Real-Time Radiance Field Rendering},
journal = {ACM Transactions on Graphics},
number = {4},
volume = {42},
month = {July},
year = {2023},
url = {https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/}
}

About

No description, website, or topics provided.

Resources

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252 stars

Watchers

8 watching

Forks

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Used by

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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This repository contains code for "AbsGS: Recovering Fine Details for 3D Gaussian Splatting" (ACM MM 2024).

We reveal that the original adaptive density control strategy in 3D Gaussian Splatting (3D-GS) has the flaw of gradient collision which results in degradation, and propose homodirectional gradient as the guidance for densification. (a) Our method recovers fine details and achieves higher quality novel view synthesis results. SSIM, PSNR, LPIPS are inset. (b) Our proposed method yields more reasonable distribution of Gaussion points with comparable number of Gaussians and memory consumption with 3D-GS. (c) By adopting our method, the large Gaussians in over-reconstructed regions that lead to blur are eliminated.


Installation

The repository contains submodules, thus please check it out with

git clone git@github.com:TY424/AbsGS.git --recursive
# if you have an environment used for 3dgs, use it# if not, create a new environment
conda env create --file environment.yml
conda activate Absgs
cd submodules/
python ./diff-gaussian-rasterization-abs/setup.py install
python ./simple-knn/setup.py install

Training and Evaluation

# Train
python train.py -s <path to COLMAP or NeRF Synthetic dataset>
-m <output path>
--eval # Train with train/test split
# Generate renderings
python render.py -s <path to COLMAP or NeRF Synthetic dataset> -m <output path>
# Compute error metrics on renderings
python metrics.py -m <path to trained model> # This script specifies the routine used in our evaluation
python full_eval.py -m360 <mipnerf360 folder> -tat <tanks and temples folder> -db <deep blending folder>

Some minor changes

Based on AbsGS, we have made some minor modifications to improve performance in large scenarios. None of these modifications were utilized in our paper.

Initial pruning

We noticed that the visualization results of point clouds in COLMAP are inconsistent with those in the .ply file, as COLMAP filters them based on reprojection errors and track length during visualization. Therefore, we modified the read_points3D_binary function. In addition, pruning is performed initially based on the size of the radius to remove noise.

point

Weight-based pruning

Taking inspiration from the pruning strategy based on max_radii2d in 3DGS, we conduct pruning based on the contribution (max_weight) of the Gaussian during rendering , where max_weight represents the maximum weight of the Gaussian participated in all rendering processes.

In fact, the pruning strategy based on max_radii2d does not work for 3DGS, and we haven't fixed this bug.

Sci-Art

Sci-Art scene from UrbanScene3D dataset

w/ prune: uses Initial pruning and weight-based pruning

New Arguments

--percent_dense

Percentage of scene extent (0--1) a point must exceed to be splite, 0.001 by default.

--densify_grad_threshold

Limit that decides if points should be cloned based on 2D position gradient, 0.0002 by default.

--densify_grad_abs_threshold

Limit that decides if points should be splite based on homodirectional gradient, 0.0004 by default.

--use_reduce

Whether to periodically reduce opacity, True by default.

--opacity_reduce_interval

How frequently to reduce opacity, 3_000 by default.

--use_prune_weight

Whether to prune based on weights, False by default.

--min_weight

Gaussians with weights less than this threshold will be pruned, 0.5 by default.

--prune_until_iter

Iteration where pruning by weight stops, 15_000 by default.

Citation

If you find our code or paper useful, please consider citing:

@misc{ye2024absgs,
title={AbsGS: Recovering Fine Details for 3D Gaussian Splatting}, author={Zongxin Ye and Wenyu Li and Sidun Liu and Peng Qiao and Yong Dou},
year={2024},
eprint={2404.10484},
archivePrefix={arXiv},
primaryClass={cs.CV}
}
@Article{kerbl3Dgaussians,
author = {Kerbl, Bernhard and Kopanas, Georgios and Leimk{\"u}hler, Thomas and Drettakis, George},
title = {3D Gaussian Splatting for Real-Time Radiance Field Rendering},
journal = {ACM Transactions on Graphics},
number = {4},
volume = {42},
month = {July},
year = {2023},
url = {https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/}
}

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8 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

This repository contains code for "AbsGS: Recovering Fine Details for 3D Gaussian Splatting" (ACM MM 2024).

We reveal that the original adaptive density control strategy in 3D Gaussian Splatting (3D-GS) has the flaw of gradient collision which results in degradation, and propose homodirectional gradient as the guidance for densification. (a) Our method recovers fine details and achieves higher quality novel view synthesis results. SSIM, PSNR, LPIPS are inset. (b) Our proposed method yields more reasonable distribution of Gaussion points with comparable number of Gaussians and memory consumption with 3D-GS. (c) By adopting our method, the large Gaussians in over-reconstructed regions that lead to blur are eliminated.


Installation

The repository contains submodules, thus please check it out with

git clone git@github.com:TY424/AbsGS.git --recursive
# if you have an environment used for 3dgs, use it# if not, create a new environment
conda env create --file environment.yml
conda activate Absgs
cd submodules/
python ./diff-gaussian-rasterization-abs/setup.py install
python ./simple-knn/setup.py install

Training and Evaluation

# Train
python train.py -s <path to COLMAP or NeRF Synthetic dataset>
-m <output path>
--eval # Train with train/test split
# Generate renderings
python render.py -s <path to COLMAP or NeRF Synthetic dataset> -m <output path>
# Compute error metrics on renderings
python metrics.py -m <path to trained model> # This script specifies the routine used in our evaluation
python full_eval.py -m360 <mipnerf360 folder> -tat <tanks and temples folder> -db <deep blending folder>

Some minor changes

Based on AbsGS, we have made some minor modifications to improve performance in large scenarios. None of these modifications were utilized in our paper.

Initial pruning

We noticed that the visualization results of point clouds in COLMAP are inconsistent with those in the .ply file, as COLMAP filters them based on reprojection errors and track length during visualization. Therefore, we modified the read_points3D_binary function. In addition, pruning is performed initially based on the size of the radius to remove noise.

point

Weight-based pruning

Taking inspiration from the pruning strategy based on max_radii2d in 3DGS, we conduct pruning based on the contribution (max_weight) of the Gaussian during rendering , where max_weight represents the maximum weight of the Gaussian participated in all rendering processes.

In fact, the pruning strategy based on max_radii2d does not work for 3DGS, and we haven't fixed this bug.

Sci-Art

Sci-Art scene from UrbanScene3D dataset

w/ prune: uses Initial pruning and weight-based pruning

New Arguments

--percent_dense

Percentage of scene extent (0--1) a point must exceed to be splite, 0.001 by default.

--densify_grad_threshold

Limit that decides if points should be cloned based on 2D position gradient, 0.0002 by default.

--densify_grad_abs_threshold

Limit that decides if points should be splite based on homodirectional gradient, 0.0004 by default.

--use_reduce

Whether to periodically reduce opacity, True by default.

--opacity_reduce_interval

How frequently to reduce opacity, 3_000 by default.

--use_prune_weight

Whether to prune based on weights, False by default.

--min_weight

Gaussians with weights less than this threshold will be pruned, 0.5 by default.

--prune_until_iter

Iteration where pruning by weight stops, 15_000 by default.

Citation

If you find our code or paper useful, please consider citing:

@misc{ye2024absgs,
title={AbsGS: Recovering Fine Details for 3D Gaussian Splatting}, author={Zongxin Ye and Wenyu Li and Sidun Liu and Peng Qiao and Yong Dou},
year={2024},
eprint={2404.10484},
archivePrefix={arXiv},
primaryClass={cs.CV}
}
@Article{kerbl3Dgaussians,
author = {Kerbl, Bernhard and Kopanas, Georgios and Leimk{\"u}hler, Thomas and Drettakis, George},
title = {3D Gaussian Splatting for Real-Time Radiance Field Rendering},
journal = {ACM Transactions on Graphics},
number = {4},
volume = {42},
month = {July},
year = {2023},
url = {https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/}
}

About

No description, website, or topics provided.

Resources

Stars

252 stars

Watchers

8 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

This repository contains code for "AbsGS: Recovering Fine Details for 3D Gaussian Splatting" (ACM MM 2024).

We reveal that the original adaptive density control strategy in 3D Gaussian Splatting (3D-GS) has the flaw of gradient collision which results in degradation, and propose homodirectional gradient as the guidance for densification. (a) Our method recovers fine details and achieves higher quality novel view synthesis results. SSIM, PSNR, LPIPS are inset. (b) Our proposed method yields more reasonable distribution of Gaussion points with comparable number of Gaussians and memory consumption with 3D-GS. (c) By adopting our method, the large Gaussians in over-reconstructed regions that lead to blur are eliminated.


Installation

The repository contains submodules, thus please check it out with

git clone git@github.com:TY424/AbsGS.git --recursive
# if you have an environment used for 3dgs, use it# if not, create a new environment
conda env create --file environment.yml
conda activate Absgs
cd submodules/
python ./diff-gaussian-rasterization-abs/setup.py install
python ./simple-knn/setup.py install

Training and Evaluation

# Train
python train.py -s <path to COLMAP or NeRF Synthetic dataset>
-m <output path>
--eval # Train with train/test split
# Generate renderings
python render.py -s <path to COLMAP or NeRF Synthetic dataset> -m <output path>
# Compute error metrics on renderings
python metrics.py -m <path to trained model> # This script specifies the routine used in our evaluation
python full_eval.py -m360 <mipnerf360 folder> -tat <tanks and temples folder> -db <deep blending folder>

Some minor changes

Based on AbsGS, we have made some minor modifications to improve performance in large scenarios. None of these modifications were utilized in our paper.

Initial pruning

We noticed that the visualization results of point clouds in COLMAP are inconsistent with those in the .ply file, as COLMAP filters them based on reprojection errors and track length during visualization. Therefore, we modified the read_points3D_binary function. In addition, pruning is performed initially based on the size of the radius to remove noise.

point

Weight-based pruning

Taking inspiration from the pruning strategy based on max_radii2d in 3DGS, we conduct pruning based on the contribution (max_weight) of the Gaussian during rendering , where max_weight represents the maximum weight of the Gaussian participated in all rendering processes.

In fact, the pruning strategy based on max_radii2d does not work for 3DGS, and we haven't fixed this bug.

Sci-Art

Sci-Art scene from UrbanScene3D dataset

w/ prune: uses Initial pruning and weight-based pruning

New Arguments

--percent_dense

Percentage of scene extent (0--1) a point must exceed to be splite, 0.001 by default.

--densify_grad_threshold

Limit that decides if points should be cloned based on 2D position gradient, 0.0002 by default.

--densify_grad_abs_threshold

Limit that decides if points should be splite based on homodirectional gradient, 0.0004 by default.

--use_reduce

Whether to periodically reduce opacity, True by default.

--opacity_reduce_interval

How frequently to reduce opacity, 3_000 by default.

--use_prune_weight

Whether to prune based on weights, False by default.

--min_weight

Gaussians with weights less than this threshold will be pruned, 0.5 by default.

--prune_until_iter

Iteration where pruning by weight stops, 15_000 by default.

Citation

If you find our code or paper useful, please consider citing:

@misc{ye2024absgs,
title={AbsGS: Recovering Fine Details for 3D Gaussian Splatting}, author={Zongxin Ye and Wenyu Li and Sidun Liu and Peng Qiao and Yong Dou},
year={2024},
eprint={2404.10484},
archivePrefix={arXiv},
primaryClass={cs.CV}
}
@Article{kerbl3Dgaussians,
author = {Kerbl, Bernhard and Kopanas, Georgios and Leimk{\"u}hler, Thomas and Drettakis, George},
title = {3D Gaussian Splatting for Real-Time Radiance Field Rendering},
journal = {ACM Transactions on Graphics},
number = {4},
volume = {42},
month = {July},
year = {2023},
url = {https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/}
}

About

No description, website, or topics provided.

Resources

Stars

252 stars

Watchers

8 watching

Forks

Releases

Packages

Used by

Contributors

Languages