<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Gaussian Splatting on Infinite Script</title><link>https://www.infinitescript.com/tags/gaussian-splatting/</link><description>Recent content in Gaussian Splatting on Infinite Script</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Fri, 24 May 2024 08:00:00 +0000</lastBuildDate><atom:link href="https://www.infinitescript.com/tags/gaussian-splatting/index.xml" rel="self" type="application/rss+xml"/><item><title>GaussianCity</title><link>https://www.infinitescript.com/project/gaussian-city/</link><pubDate>Fri, 24 May 2024 08:00:00 +0000</pubDate><guid>https://www.infinitescript.com/project/gaussian-city/</guid><description>&lt;p&gt;&lt;strong&gt;TL;DR:&lt;/strong&gt; GaussianCity is a framework for efficient unbounded 3D city generation using 3D Gaussian Splatting.&#10;&lt;br&gt;&lt;/p&gt;&#10;&lt;p&gt;&#10;&#10;&lt;a href="https://www.infinitescript.com/projects/GaussianCity/GaussianCity-Teaser.webp" data-fancybox data-caption="Teaser"&gt;&#10; &lt;img src="https://www.infinitescript.com/projects/GaussianCity/GaussianCity-Teaser.webp" width="1920" height="640" alt="Teaser" loading="lazy"&gt;&#10;&lt;/a&gt;&#10;&#10;&#10;&lt;/p&gt;&#10;&lt;h2 id="abstract"&gt;Abstract&lt;/h2&gt;&#10;&lt;p&gt;3D city generation with NeRF-based methods shows promising generation results but is computationally inefficient. Recently 3D Gaussian Splatting (3D-GS) has emerged as a highly efficient alternative for object-level 3D generation. However, adapting 3D-GS from finite-scale 3D objects and humans to infinite-scale 3D cities is non-trivial. Unbounded 3D city generation entails significant storage overhead (out-of-memory issues), arising from the need to expand points to billions, often demanding hundreds of Gigabytes of VRAM for a city scene spanning 10km&lt;sup&gt;2&lt;/sup&gt;. In this paper, we propose &lt;strong&gt;GaussianCity&lt;/strong&gt;, a generative Gaussian Splatting framework dedicated to efficiently synthesize unbounded 3D cities with a single feed-forward pass. Our key insights are two-fold: &lt;strong&gt;1)&lt;/strong&gt; Compact 3D Scene Representation: We introduce BEV-Point as a highly compact intermediate representation, ensuring that the growth in VRAM usage for unbounded scenes remains constant, thus enabling unbounded city generation. &lt;strong&gt;2)&lt;/strong&gt; Spatial-aware Gaussian Attribute Decoder: We present spatial-aware BEV-Point decoder to produce 3D Gaussian attributes, which leverages Point Serializer to integrate the structural and contextual characteristics of BEV points. Extensive experiments demonstrate that GaussianCity achieves state-of-the-art results in both drone-view and street-view 3D city generation. Notably, compared to CityDreamer, GaussianCity exhibits superior performance with a speedup of 60 times (10.72 FPS v.s. 0.18 FPS).&lt;/p&gt;</description></item></channel></rss>