Fov-GS: Foveated 3D Gaussian Splatting for Dynamic Scenes

  • Runze Fan*
  • , Jian Wu
  • , Xuehuai Shi
  • , Lizhi Zhao
  • , Qixiang Ma
  • , Lili Wang
  • *Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

Abstract

Rendering quality and performance greatly affect the user's immersion in VR experiences. 3D Gaussian Splatting-based methods can achieve photo-realistic rendering with speeds of over 100 fps in static scenes, but the speed drops below 10 fps in monocular dynamic scenes. Foveated rendering provides a possible solution to accelerate rendering without compromising visual perceptual quality. However, 3DGS and foveated rendering are not compatible. In this paper, we propose Fov-GS, a foveated 3D Gaussian splatting method for rendering dynamic scenes in real time. We introduce a 3D Gaussian forest representation that represents the scene as a forest. To construct the 3D Gaussian forest, we propose a 3D Gaussian forest initialization method based on dynamic-static separation. Subsequently, we propose a 3D Gaussian forest optimization method based on deformation field and Gaussian decomposition to optimize the forest and deformation field. To achieve real-time dynamic scene rendering, we present a 3D Gaussian forest rendering method based on HVS models. Experiments demonstrate that our method not only achieves higher rendering quality in the foveal and salient regions compared to the SOTA methods but also dramatically improves rendering performance, achieving up to 11.33X speedup. We also conducted a user study, and the results prove that the perceptual quality of our method has a high visual similarity with the ground truth.

Original languageEnglish
Pages (from-to)2975-2985
Number of pages11
JournalIEEE Transactions on Visualization and Computer Graphics
Volume31
Issue number5
DOIs
StatePublished - 2025

Keywords

  • 3D Gaussian
  • Dynamic Scene
  • Dynamic-Static Separation
  • Foveated Rendering
  • HVS models

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