Recent Advances and Future Developments for High-Speed Radiance Fields
Dr. Kerbl will provide a big pircture for the high-speed radiance field research, with a focus on 3D Gaussian Splatting and its extensions. In just over a year since its introduction, 3D Gaussian Splatting has become an important representation for 3D radiance fields. The fast training and inference speed enable quicker iteration on solutions, facilitating research and downstream applications. However, the challenge of scalability persists: due to their large size, Gaussian splats can be unwieldy, which constrains their usability. In order to function on next-generation portable platforms (mobile phones, head-mounted displays), it is important to minimize model complexity and maximize processing efficiency. On the other hand, even today’s high-end systems are incapable of applying Gaussian Splatting at megascale; an important frontier for many attractive use cases, such as complete and detailed virtual twin cities. In this talk, Dr. Kerbl will outline recent advancements to address these problems. Dr. Kerbl will present his work and open challenges for shrinking the fundamental 3D Gaussian representation, increasing 3DGS robustness, scaling training and rendering to support scenes at city scale, and accelerating optimization to yield high-quality reconstructions within minutes.
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Dr. Kerbl is Co-Principal Investigator at TU Wien for the project on Instant Visualization and Interaction for Large Point Clouds (IVILPC). Before, he was a Visiting Researcher at the Robotics Institute, Carnegie Mellon University, in the Human Sensing Lab. His research focuses on real-time graphics, parallel processing, point-based rendering, image-based rendering, radiance fields and novel-view synthesis. Dr. Kerbl obtained his PhD at Graz University of Technology in 2018. In 2019, he briefly joined Epic Games to work on Unreal Engine 5’s Nanite, followed by a postdoc phase at TU Wien and INRIA in George Drettakis’ GraphDeco group. Dr. Kerbl has lectured on the topics of GPU programming, real-time rendering, physically-based rendering, game physics and scientific working at various Austrian universities.