用相对深度引导提升稀疏视角3D重建精度与效率
RDG-GS: Relative Depth Guidance with Gaussian Splatting for Real-time Sparse-View 3D Rendering
- 引入相对深度约束,优化高斯点云的几何一致性
- 在多个数据集上实现优于现有方法的渲染质量与速度
- 适合需要实时稀疏视图3D重建的应用场景
从稀疏输入中高效合成新视角并保持精度,仍是3D重建中的关键挑战。尽管辐射场和3D高斯溅射等先进方法在密集视图下具备高质量与高效率,但在稀疏视图下会产生显著几何重建误差。现有方法虽利用单目深度估计增强几何学习,但依赖单一视图的绝对深度常导致多视角不一致问题,进而影响重建质量。本文提出基于3D高斯溅射的稀疏视图3D渲染框架RDG-GS,核心创新在于使用相对深度引导来精炼高斯场,推动其向视角一致的空间几何表示收敛,从而实现精确结构重建与复杂纹理捕捉。首先,设计精细化深度先验以修正粗略估计深度,并注入全局与细粒度场景信息以正则化高斯点;其次,通过优化空间相关块的深度与图像间的相似性,提出相对深度引导机制以缓解绝对深度带来的空间几何偏差;此外,针对难以收敛的稀疏区域,采用自适应采样实现快速稠密化。在Mip-NeRF360、LLFF、DTU和Blender等多个数据集上的大量实验表明,RDG-GS在渲染质量与效率方面均达到当前最优水平,为实际应用带来显著进展。
原文摘要 · Abstract (English)
Efficiently synthesizing novel views from sparse inputs while maintaining accuracy remains a critical challenge in 3D reconstruction. While advanced techniques like radiance fields and 3D Gaussian Splatting achieve rendering quality and impressive efficiency with dense view inputs, they suffer from significant geometric reconstruction errors when applied to sparse input views. Moreover, although recent methods leverage monocular depth estimation to enhance geometric learning, their dependence on single-view estimated depth often leads to view inconsistency issues across different viewpoints. Consequently, this reliance on absolute depth can introduce inaccuracies in geometric information, ultimately compromising the quality of scene reconstruction with Gaussian splats. In this paper, we present RDG-GS, a novel sparse-view 3D rendering framework with Relative Depth Guidance based on 3D Gaussian Splatting. The core innovation lies in utilizing relative depth guidance to refine the Gaussian field, steering it towards view-consistent spatial geometric representations, thereby enabling the reconstruction of accurate geometric structures and capturing intricate textures. First, we devise refined depth priors to rectify the coarse estimated depth and insert global and fine-grained scene information to regular Gaussians. Building on this, to address spatial geometric inaccuracies from absolute depth, we propose relative depth guidance by optimizing the similarity between spatially correlated patches of depth and images. Additionally, we also directly deal with the sparse areas challenging to converge by the adaptive sampling for quick densification. Across extensive experiments on Mip-NeRF360, LLFF, DTU, and Blender, RDG-GS demonstrates state-of-the-art rendering quality and efficiency, making a significant advancement for real-world application.
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