改进3D高斯渲染,让图像更真实且能直接用于断层成像。
Volumetrically Consistent 3D Gaussian Rasterization
- 直接解析计算3D高斯的体积分量,替代原有近似方法。
- 在SSIM和LPIPS指标上优于3DGS,且用更少点表示不透明表面。
- 无需额外调整即可用于断层成像,点数更少仍达顶尖效果。
最近,3D高斯点云(3DGS)实现了高速下的逼真视角合成。但其基于点阵列的渲染模型对渲染方程做了若干近似,降低了物理准确性。我们证明这些近似在光栅化框架内并不必要;相反,我们直接对3D高斯进行体积分,解析计算穿越其间的透射率。利用该解析透射率,可推导出比3DGS更物理准确的alpha值,并可直接嵌入原框架。结果是方法更贴近体积渲染方程(类似光线追踪),同时保留光栅化的速度优势。本方法以更高精度表示不透明表面,所需点数更少,从而在视图合成上表现更优(以SSIM和LPIPS衡量)。体积分一致性还使该方法可开箱即用于断层成像,仅用更少点即达到当前最优3DGS基断层成像方法性能。代码已公开于:https://github.com/chinmay0301ucsd/Vol3DGS
原文摘要 · Abstract (English)
Recently, 3D Gaussian Splatting (3DGS) has enabled photorealistic view synthesis at high inference speeds. However, its splatting-based rendering model makes several approximations to the rendering equation, reducing physical accuracy. We show that the core approximations in splatting are unnecessary, even within a rasterizer; We instead volumetrically integrate 3D Gaussians directly to compute the transmittance across them analytically. We use this analytic transmittance to derive more physically-accurate alpha values than 3DGS, which can directly be used within their framework. The result is a method that more closely follows the volume rendering equation (similar to ray-tracing) while enjoying the speed benefits of rasterization. Our method represents opaque surfaces with higher accuracy and fewer points than 3DGS. This enables it to outperform 3DGS for view synthesis (measured in SSIM and LPIPS). Being volumetrically consistent also enables our method to work out of the box for tomography. We match the state-of-the-art 3DGS-based tomography method with fewer points. Our code is publicly available at: https://github.com/chinmay0301ucsd/Vol3DGS
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