Bernhard Kerbl

Prof. Bernhard Kerbl


Research Focus & Metrics

Academic Career Length

6Years (2021-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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26 July 2023 in ACM Transactions on Graphics
Verified
Journal Article
Open access
BKBernhard Kerbl
Bernhard Kerbl
GKGeorgios Kopanas
Georgios Kopanas
TLThomas Leimkuehler
Thomas Leimkuehler
GDGeorge Drettakis
George Drettakis
Radiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For unbounded and complete scenes (rather than isolated objects) and 1080p resolution rendering, no current method can achieve real-time display rates. We introduce three key elements that allow us to achieve state-of-the-art visual quality while maintaining competitive training times and importantly allow high-quality real-time (≥ 30 fps) novel-view synthesis at 1080p resolution. First, starting from sparse points produced during camera calibration, we represent the scene with 3D Gaussians that preserve desirable properties of continuous volumetric radiance fields for scene optimization while avoiding unnecessary computation in empty space; Second, we perform interleaved optimization/density control of the 3D Gaussians, notably optimizing anisotropic covariance to achieve an accurate representation of the scene; Third, we develop a fast visibility-aware rendering algorithm that supports anisotropic splatting and both accelerates training and allows realtime rendering. We demonstrate state-of-the-art visual quality and real-time rendering on several established datasets.

19 July 2024 in ACM Transactions on Graphics
Verified
Journal Article
Open access
BKBernhard Kerbl
Bernhard Kerbl
AMAndreas Meuleman
Andreas Meuleman
GKGeorgios Kopanas
Georgios Kopanas
MWMichael Wimmer
Michael Wimmer
ALAlexandre Lanvin
Alexandre Lanvin
GDGeorge Drettakis
George Drettakis
Novel view synthesis has seen major advances in recent years, with 3D Gaussian splatting offering an excellent level of visual quality, fast training and real-time rendering. However, the resources needed for training and rendering inevitably limit the size of the captured scenes that can be represented with good visual quality. We introduce a hierarchy of 3D Gaussians that preserves visual quality for very large scenes, while offering an efficient Level-of-Detail (LOD) solution for efficient rendering of distant content with effective level selection and smooth transitions between levels. We introduce a divide-and-conquer approach that allows us to train very large scenes in independent chunks. We consolidate the chunks into a hierarchy that can be optimized to further improve visual quality of Gaussians merged into intermediate nodes. Very large captures typically have sparse coverage of the scene, presenting many challenges to the original 3D Gaussian splatting training method; we adapt and regularize training to account for these issues. We present a complete solution, that enables real-time rendering of very large scenes and can adapt to available resources thanks to our LOD method. We show results for captured scenes with up to tens of thousands of images with a simple and affordable rig, covering trajectories of up to several kilometers and lasting up to one hour.

11 May 2024 in Proceedings of the ACM on Computer Graphics and Interactive Techniques
Verified
Journal Article
Open access
PPPanagiotis Papantonakis
Panagiotis Papantonakis
GKGeorgios Kopanas
Georgios Kopanas
BKBernhard Kerbl
Bernhard Kerbl
ALAlexandre Lanvin
Alexandre Lanvin
GDGeorge Drettakis
George Drettakis
3D Gaussian splatting provides excellent visual quality for novel view synthesis, with fast training and realtime rendering; unfortunately, the memory requirements of this method for storing and transmission are unreasonably high. We first analyze the reasons for this, identifying three main areas where storage can be reduced: the number of 3D Gaussian primitives used to represent a scene, the number of coefficients for the spherical harmonics used to represent directional radiance, and the precision required to store Gaussian primitive attributes. We present a solution to each of these issues. First, we propose an efficient, resolution-aware primitive pruning approach, reducing the primitive count by half. Second, we introduce an adaptive adjustment method to choose the number of coefficients used to represent directional radiance for each Gaussian primitive, and finally a codebook-based quantization method, together with a half-float representation for further memory reduction. Taken together, these three components result in a x27 reduction in overall size on disk on the standard datasets we tested, along with a x1.7 speedup in rendering speed. We demonstrate our method on standard datasets and show how our solution results in significantly reduced download times when using the method on a mobile device (see Fig. 1).

19 July 2024 in ACM Transactions on Graphics
Verified
Journal Article
Open access
LRLukas Radl
Lukas Radl
MSMichael Steiner
Michael Steiner
MPMathias Parger
Mathias Parger
AWAlexander Weinrauch
Alexander Weinrauch
BKBernhard Kerbl
Bernhard Kerbl
MSMarkus Steinberger
Markus Steinberger
Gaussian Splatting has emerged as a prominent model for constructing 3D representations from images across diverse domains. However, the efficiency of the 3D Gaussian Splatting rendering pipeline relies on several simplifications. Notably, reducing Gaussian to 2D splats with a single viewspace depth introduces popping and blending artifacts during view rotation. Addressing this issue requires accurate per-pixel depth computation, yet a full per-pixel sort proves excessively costly compared to a global sort operation. In this paper, we present a novel hierarchical rasterization approach that systematically resorts and culls splats with minimal processing overhead. Our software rasterizer effectively eliminates popping artifacts and view inconsistencies, as demonstrated through both quantitative and qualitative measurements. Simultaneously, our method mitigates the potential for cheating view-dependent effects with popping, ensuring a more authentic representation. Despite the elimination of cheating, our approach achieves comparable quantitative results for test images, while increasing the consistency for novel view synthesis in motion. Due to its design, our hierarchical approach is only 4% slower on average than the original Gaussian Splatting. Notably, enforcing consistency enables a reduction in the number of Gaussians by approximately half with nearly identical quality and view-consistency. Consequently, rendering performance is nearly doubled, making our approach 1.6x faster than the original Gaussian Splatting, with a 50% reduction in memory requirements. Our renderer is publicly available at https://github.com/r4dl/StopThePop.

3 December 2024
Verified
Conference Paper
Open access
SMSaswat Subhajyoti Mallick
Saswat Subhajyoti Mallick
RGRahul Goel
Rahul Goel
BKBernhard Kerbl
Bernhard Kerbl
MSMarkus Steinberger
Markus Steinberger
FCFrancisco Vicente Carrasco
Francisco Vicente Carrasco
FTFernando De La Torre
Fernando De La Torre

12 May 2023 in Proceedings of the ACM on Computer Graphics and Interactive Techniques
Verified
Journal Article
Open access
CJClément Jambon
Clément Jambon
BKBernhard Kerbl
Bernhard Kerbl
GKGeorgios Kopanas
Georgios Kopanas
SDStavros Diolatzis
Stavros Diolatzis
TLThomas Leimkühler
Thomas Leimkühler
GDGeorge Drettakis
George Drettakis
Neural Radiance Fields (NeRFs) have revolutionized novel view synthesis for captured scenes, with recent methods allowing interactive free-viewpoint navigation and fast training for scene reconstruction. However, the implicit representations used by these methods---often including neural networks and complex encodings---make them difficult to edit. Some initial methods have been proposed, but they suffer from limited editing capabilities and/or from a lack of interactivity, and are thus unsuitable for interactive editing of captured scenes. We tackle both limitations and introduce NeRFshop, a novel end-to-end method that allows users to interactively select and deform objects through cage-based transformations. NeRFshop provides fine scribble-based user control for the selection of regions or objects to edit, semi-automatic cage creation, and interactive volumetric manipulation of scene content thanks to our GPU-friendly two-level interpolation scheme. Further, we introduce a preliminary approach that reduces potential resulting artifacts of these transformations with a volumetric membrane interpolation technique inspired by Poisson image editing and provide a process that "distills" the edits into a standalone NeRF representation.