arXiv:2501.00342cs.CV2025-01被引 10

用球面高斯替换三阶球谐,加速3D高斯溅射渲染

SG-Splatting: Accelerating 3D Gaussian Splatting with Spherical Gaussians

  • 用球面高斯替代三阶球谐表示颜色,大幅减少参数量
  • 混合使用低频球谐与球面高斯,兼顾高频细节和低频平滑
  • 可无缝接入现有系统,适合实时3D渲染场景

3D高斯溅射是新视角合成中的前沿技术,以出色的视觉质量、速度和渲染效率著称。然而,依赖三阶球谐表示颜色带来了显著的存储需求和计算开销,导致内存占用大、渲染慢。本文提出基于球面高斯的颜色表示方法——SG-Splatting,首先用球面高斯替代三阶球谐,大幅降低颜色表示参数量,显著提升渲染速度;进一步设计多球面高斯的高效组织策略,实现更均衡准确的场景表达;并提出混合表示方案,结合低阶球谐与球面高斯,有效捕捉高低频颜色信息。该方法具备即插即用特性,可轻松集成至现有系统,提升了计算效率与整体视觉保真度,适用于实时应用。

原文摘要 · Abstract (English)

3D Gaussian Splatting is emerging as a state-of-the-art technique in novel view synthesis, recognized for its impressive balance between visual quality, speed, and rendering efficiency. However, reliance on third-degree spherical harmonics for color representation introduces significant storage demands and computational overhead, resulting in a large memory footprint and slower rendering speed. We introduce SG-Splatting with Spherical Gaussians based color representation, a novel approach to enhance rendering speed and quality in novel view synthesis. Our method first represents view-dependent color using Spherical Gaussians, instead of three degree spherical harmonics, which largely reduces the number of parameters used for color representation, and significantly accelerates the rendering process. We then develop an efficient strategy for organizing multiple Spherical Gaussians, optimizing their arrangement to achieve a balanced and accurate scene representation. To further improve rendering quality, we propose a mixed representation that combines Spherical Gaussians with low-degree spherical harmonics, capturing both high- and low-frequency color information effectively. SG-Splatting also has plug-and-play capability, allowing it to be easily integrated into existing systems. This approach improves computational efficiency and overall visual fidelity, making it a practical solution for real-time applications.

3D重建高斯溅射渲染加速球面高斯

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