arXiv:2410.18931cs.CV2024-10ICLR被引 39

用加权求和替代排序,让3D高斯点阵在手机上更快更稳地渲染。

Sort-free Gaussian Splatting via Weighted Sum Rendering

  • 用加权求和近似透明混合,无需复杂视图依赖排序
  • 在移动端实现平均1.23倍加速,消除渲染闪烁伪影
  • 适合移动端实时3D重建与轻量化渲染场景

近期,3D高斯点阵(3DGS)在三维场景重建中取得显著进展,因其能高效恢复高保真细节且计算复杂度低而备受关注。然而,3DGS的渲染性能受限于昂贵的非交换透明混合操作,这些操作需复杂的视图依赖排序,带来显著计算开销,尤其在移动设备等资源受限平台。本文提出加权求和渲染(Weighted Sum Rendering),通过加权求和近似透明混合,彻底消除排序需求。该方法简化实现,提升性能,并消除因排序导致的“弹跳”伪影。实验表明,将广义高斯点阵公式优化至新可微渲染后,图像质量具有竞争力。该方法在移动设备GPU上实现,平均渲染速度提升1.23倍。

原文摘要 · Abstract (English)

Recently, 3D Gaussian Splatting (3DGS) has emerged as a significant advancement in 3D scene reconstruction, attracting considerable attention due to its ability to recover high-fidelity details while maintaining low complexity. Despite the promising results achieved by 3DGS, its rendering performance is constrained by its dependence on costly non-commutative alpha-blending operations. These operations mandate complex view dependent sorting operations that introduce computational overhead, especially on the resource-constrained platforms such as mobile phones. In this paper, we propose Weighted Sum Rendering, which approximates alpha blending with weighted sums, thereby removing the need for sorting. This simplifies implementation, delivers superior performance, and eliminates the "popping" artifacts caused by sorting. Experimental results show that optimizing a generalized Gaussian splatting formulation to the new differentiable rendering yields competitive image quality. The method was implemented and tested in a mobile device GPU, achieving on average $1.23\times$ faster rendering.

3D重建渲染加速移动端

Thank you to arXiv for use of its open access interoperability. PaperDance 不是 arXiv 官方产品;中文卡片由大模型生成,请以原文为准。