通过稀疏时变属性建模,提升单目动态场景渲染速度与质量。
Efficient Gaussian Splatting for Monocular Dynamic Scene Rendering via Sparse Time-Variant Attribute Modeling
- 用稀疏锚点网格表示动态场景,仅对可变形区域建模属性。
- 在真实数据集上实现更快渲染速度,且静态区域无抖动。
- 无需监督,自动过滤静态区域锚点,减少冗余计算。
从单目视频中渲染动态场景是一项关键但具挑战性的任务。最近的可变形高斯点阵已成为表示真实世界动态场景的有效方法,但常导致大量冗余高斯点,试图拟合不同时间步的每个训练视图,从而降低渲染速度。此外,静态区域的高斯点属性不随时间变化,无需为每个高斯点建模,否则会导致静态区域出现抖动。实际上,动态场景渲染速度的主要瓶颈在于高斯点数量。为此,我们提出高效动态高斯点阵(EDGS),通过稀疏时变属性建模来表示动态场景。该方法采用稀疏锚点网格表示,利用经典核表示计算密集高斯点的运动流。同时,我们提出一种无监督策略,高效剔除对应于静态区域的锚点。仅将与可变形物体相关的锚点输入MLP以查询时变属性。在两个真实世界数据集上的实验表明,与现有最先进方法相比,我们的EDGS显著提升了渲染速度并保持更优的渲染质量。
原文摘要 · Abstract (English)
Rendering dynamic scenes from monocular videos is a crucial yet challenging task. The recent deformable Gaussian Splatting has emerged as a robust solution to represent real-world dynamic scenes. However, it often leads to heavily redundant Gaussians, attempting to fit every training view at various time steps, leading to slower rendering speeds. Additionally, the attributes of Gaussians in static areas are time-invariant, making it unnecessary to model every Gaussian, which can cause jittering in static regions. In practice, the primary bottleneck in rendering speed for dynamic scenes is the number of Gaussians. In response, we introduce Efficient Dynamic Gaussian Splatting (EDGS), which represents dynamic scenes via sparse time-variant attribute modeling. Our approach formulates dynamic scenes using a sparse anchor-grid representation, with the motion flow of dense Gaussians calculated via a classical kernel representation. Furthermore, we propose an unsupervised strategy to efficiently filter out anchors corresponding to static areas. Only anchors associated with deformable objects are input into MLPs to query time-variant attributes. Experiments on two real-world datasets demonstrate that our EDGS significantly improves the rendering speed with superior rendering quality compared to previous state-of-the-art methods.
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