用硬件光栅化加速3D高斯溅射,实现高质量实时新视角合成。
Hardware-Rasterized Ray-Based Gaussian Splatting
- 基于硬件光栅化设计新渲染流程,提升效率与质量。
- 在多个基准场景中显著提速,保持顶尖视觉效果。
- 解决多尺度渲染伪影问题,适合虚拟现实等高要求应用。
我们提出一种新型硬件光栅化渲染方法,用于基于射线的3D高斯溅射(RayGS),实现快速且高质量的新视角合成。本文从数学严谨性和几何直观性出发,推导出高效估算渲染所需各项量的方法,并将其结构化以适配标准硬件光栅化着色器。该方案首次使RayGS模型在足够高的帧率下运行,支持虚拟现实与混合现实等对质量敏感的应用。第二项贡献是通过解决训练与测试中因尺度发散引发的MIP相关问题,实现无混叠渲染。我们在多个基准场景中展示了显著的性能提升,同时保持了当前最优的视觉质量。
原文摘要 · Abstract (English)
We present a novel, hardware rasterized rendering approach for ray-based 3D Gaussian Splatting (RayGS), obtaining both fast and high-quality results for novel view synthesis. Our work contains a mathematically rigorous and geometrically intuitive derivation about how to efficiently estimate all relevant quantities for rendering RayGS models, structured with respect to standard hardware rasterization shaders. Our solution is the first enabling rendering RayGS models at sufficiently high frame rates to support quality-sensitive applications like Virtual and Mixed Reality. Our second contribution enables alias-free rendering for RayGS, by addressing MIP-related issues arising when rendering diverging scales during training and testing. We demonstrate significant performance gains, across different benchmark scenes, while retaining state-of-the-art appearance quality of RayGS.
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