arXiv:2505.05587cs.CV2025-05CVPR被引 16

提出更紧凑的3D高斯点云生成方法,提升渲染效率

Steepest Descent Density Control for Compact 3D Gaussian Splatting

  • 基于最速下降理论优化高斯点分裂方向
  • 减少约50%点数,保持渲染质量不变
  • 适合资源受限设备部署,提升可扩展性

3D高斯点云(3DGS)已成为实时、高分辨率新视角合成的强大技术。通过将场景表示为高斯基元的混合,3DGS利用GPU光栅化管道实现高效渲染与重建。为优化场景覆盖并捕捉细节,3DGS采用密集化算法生成额外点。然而,该过程常导致冗余点云,造成内存占用过大、性能下降和存储压力增加,严重制约其在资源受限设备上的部署。为此,我们提出一个理论框架,解析并改进3DGS中的密度控制。分析表明,分裂对逃离鞍点至关重要。通过优化理论方法,我们确立了密集化必要条件,确定最小后代高斯数量,识别最优参数更新方向,并提供后代透明度归一化的解析解。基于此,我们提出SteepGS,引入最速密度控制策略,在保持点云紧凑的同时最小化损失。SteepGS实现约50%的高斯点数减少,且不牺牲渲染质量,显著提升效率与可扩展性。

原文摘要 · Abstract (English)

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for real-time, high-resolution novel view synthesis. By representing scenes as a mixture of Gaussian primitives, 3DGS leverages GPU rasterization pipelines for efficient rendering and reconstruction. To optimize scene coverage and capture fine details, 3DGS employs a densification algorithm to generate additional points. However, this process often leads to redundant point clouds, resulting in excessive memory usage, slower performance, and substantial storage demands - posing significant challenges for deployment on resource-constrained devices. To address this limitation, we propose a theoretical framework that demystifies and improves density control in 3DGS. Our analysis reveals that splitting is crucial for escaping saddle points. Through an optimization-theoretic approach, we establish the necessary conditions for densification, determine the minimal number of offspring Gaussians, identify the optimal parameter update direction, and provide an analytical solution for normalizing off-spring opacity. Building on these insights, we introduce SteepGS, incorporating steepest density control, a principled strategy that minimizes loss while maintaining a compact point cloud. SteepGS achieves a ~50% reduction in Gaussian points without compromising rendering quality, significantly enhancing both efficiency and scalability.

3D高斯点云压缩密度控制高效渲染

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