In real large scenes, Octree-GS can ensure continuous real-time rendering while maintaining fine rendering details.
Compared with current SOTA methods, our method has significant advantages when rendering in the high-altitude views.
Compared to existing baselines, Octree-GS successfully captures very fine details present in the scene, particularly for objects with thin structures such as trees, light-bulbs, decorative texts, etc.
Thanks to our LOD-structured 3D Gaussians design, Octree-GS can adaptively handle the changed footprint size and effectively address the aliasing issues inherent to 3D-GS and Scaffold-GS.
Visualization of anchor Gaussians in different LODs (several levels are omitted for visual brevity), displaying both anchor points and splatted 2D Gaussians in each image. Progressive training can guide the coarse-to-fine reconstruction process, avoid overlapping between different LOD levels. This strategy can not only reduce the number of rendered neural Gaussians, but improve the rendering accuracy of coarser LOD levels (e.g. LOD0, LOD1).
LOD bias is set as a learnable parameters for each anchor Gaussian as a residual to LOD levels. it effectively supplement the high-frequency regions with more consistent details to be rendered during inference process, such as those sharp edges of an object.
A clear division of roles is evident between different levels: LOD 0 captures most rough scene contents, and higher LODs gradually pick up the previously missed high-frequency details. The following is a hierarchical visualization of the rendering results on various types of scenes.