通过自适应半径与负载均衡,加速3D高斯点云渲染
AdR-Gaussian: Accelerating Gaussian Splatting with Adaptive Radius
- 在预处理阶段并行剔除低透明度的高斯-瓦片对,减少冗余计算
- 采用自适应半径缩小每个高斯的渲染范围,提升效率310%
- 动态平衡像素线程负载,减少等待时间,保持高质量渲染
3D高斯点云(3DGS)是一种近期出现的显式三维表示方法,实现了复杂场景的高质量重建与实时渲染。然而,光栅化流水线仍因可避免的串行高斯剔除和像素间渲染数量不均导致负载不平衡,限制了3DGS的广泛应用。为此,本文提出AdR-Gaussian,将渲染阶段的部分串行剔除移至预处理阶段以实现并行剔除,采用自适应半径缩小每个高斯的渲染像素范围,并引入负载均衡方法以最小化像素并行渲染中的线程等待时间。实验在三个数据集上验证:该方法在保持甚至优于现有技术质量的前提下,渲染速度提升达310%。
原文摘要 · Abstract (English)
3D Gaussian Splatting (3DGS) is a recent explicit 3D representation that has achieved high-quality reconstruction and real-time rendering of complex scenes. However, the rasterization pipeline still suffers from unnecessary overhead resulting from avoidable serial Gaussian culling, and uneven load due to the distinct number of Gaussian to be rendered across pixels, which hinders wider promotion and application of 3DGS. In order to accelerate Gaussian splatting, we propose AdR-Gaussian, which moves part of serial culling in Render stage into the earlier Preprocess stage to enable parallel culling, employing adaptive radius to narrow the rendering pixel range for each Gaussian, and introduces a load balancing method to minimize thread waiting time during the pixel-parallel rendering. Our contributions are threefold, achieving a rendering speed of 310% while maintaining equivalent or even better quality than the state-of-the-art. Firstly, we propose to early cull Gaussian-Tile pairs of low splatting opacity based on an adaptive radius in the Gaussian-parallel Preprocess stage, which reduces the number of affected tile through the Gaussian bounding circle, thus reducing unnecessary overhead and achieving faster rendering speed. Secondly, we further propose early culling based on axis-aligned bounding box for Gaussian splatting, which achieves a more significant reduction in ineffective expenses by accurately calculating the Gaussian size in the 2D directions. Thirdly, we propose a balancing algorithm for pixel thread load, which compresses the information of heavy-load pixels to reduce thread waiting time, and enhance information of light-load pixels to hedge against rendering quality loss. Experiments on three datasets demonstrate that our algorithm can significantly improve the Gaussian Splatting rendering speed.
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