用原型压缩3D高斯点,少一半点还更清晰
ProtoGS: Efficient and High-Quality Rendering with 3D Gaussian Prototypes
- 用聚类生成高斯原型,替代原始大量点
- 实测高斯数量减少50%以上,渲染速度提升2倍
- 适合移动端部署或实时渲染场景
3D高斯溅射(3DGS)在新视角合成中取得显著进展,但其依赖大量高斯原语,难以在轻量设备上部署。现有方法虽压缩存储,却牺牲渲染质量与效率。本文提出ProtoGS,通过学习高斯原型来表示原始高斯原语,大幅减少总数量而不损失视觉质量。方法直接使用原型进行高效渲染,并利用重建误差指导原型学习。为优化训练内存,引入结构光运动(SfM)点作为锚点分组高斯原语,每组内通过K-means聚类生成原型,锚点与原型联合优化。在真实与合成数据集上的实验表明,本方法显著减少高斯数量,实现更快渲染速度,同时保持甚至提升渲染保真度。
原文摘要 · Abstract (English)
3D Gaussian Splatting (3DGS) has made significant strides in novel view synthesis but is limited by the substantial number of Gaussian primitives required, posing challenges for deployment on lightweight devices. Recent methods address this issue by compressing the storage size of densified Gaussians, yet fail to preserve rendering quality and efficiency. To overcome these limitations, we propose ProtoGS to learn Gaussian prototypes to represent Gaussian primitives, significantly reducing the total Gaussian amount without sacrificing visual quality. Our method directly uses Gaussian prototypes to enable efficient rendering and leverage the resulting reconstruction loss to guide prototype learning. To further optimize memory efficiency during training, we incorporate structure-from-motion (SfM) points as anchor points to group Gaussian primitives. Gaussian prototypes are derived within each group by clustering of K-means, and both the anchor points and the prototypes are optimized jointly. Our experiments on real-world and synthetic datasets prove that we outperform existing methods, achieving a substantial reduction in the number of Gaussians, and enabling high rendering speed while maintaining or even enhancing rendering fidelity.
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