针对3D高斯点云设计自适应体素化压缩方法,支持多码率输出且效率更高。
Adaptive Voxelization for Transform coding of 3D Gaussian splatting data
- 根据高斯点大小自适应划分体素,大点高精度保留,小点低精度处理。
- 相比现有方法,压缩后数据量减少,渲染质量保持稳定,支持多码率编码。
- 适用于需要高效压缩3D高斯点云的场景,如VR/AR与三维重建应用。
本文提出一种针对3D高斯点云(3DGS)数据的新型压缩框架,利用原本用于点云的变换编码工具。与现有3DGS压缩方法不同,该方法可高效生成多码率的压缩模型。点云体素化是一种离散化技术,能提升编码效率并支持快速变换编码算法。我们针对3DGS数据设计了自适应体素化算法,避免传统点云编码中均匀体素化带来的效率损失。通过在高分辨率下保留大体积高斯点的位置(其对渲染质量影响显著),而在密集小高斯区域采用低分辨率表示(其影响较小),实现更优压缩。体素化后大量高斯点被移动或移除,因此我们提出通过初始化策略微调/重着色剩余属性,以降低重训练成本。在预训练数据集上的实验表明,所提压缩框架优于现有方法。
原文摘要 · Abstract (English)
We present a novel compression framework for 3D Gaussian splatting (3DGS) data that leverages transform coding tools originally developed for point clouds. Contrary to existing 3DGS compression methods, our approach can produce compressed 3DGS models at multiple bitrates in a computationally efficient way. Point cloud voxelization is a discretization technique that point cloud codecs use to improve coding efficiency while enabling the use of fast transform coding algorithms. We propose an adaptive voxelization algorithm tailored to 3DGS data, to avoid the inefficiencies introduced by uniform voxelization used in point cloud codecs. We ensure the positions of larger volume Gaussians are represented at high resolution, as these significantly impact rendering quality. Meanwhile, a low-resolution representation is used for dense regions with smaller Gaussians, which have a relatively lower impact on rendering quality. This adaptive voxelization approach significantly reduces the number of Gaussians and the bitrate required to encode the 3DGS data. After voxelization, many Gaussians are moved or eliminated. Thus, we propose to fine-tune/recolor the remaining 3DGS attributes with an initialization that can reduce the amount of retraining required. Experimental results on pre-trained datasets show that our proposed compression framework outperforms existing methods.
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