arXiv:2506.06988cs.CV2025-06IJCAI被引 2

用网格+高斯混合表示,提升室内场景重建效率

Hybrid Mesh-Gaussian Representation for Efficient Indoor Scene Reconstruction

  • 用纹理网格处理复杂纹理区,保留高斯建模精细结构
  • 渲染速度提升,使用更少高斯点仍保持高质量
  • 适合追求实时渲染的室内3D重建应用

3D高斯溅射(3DGS)在基于图像的3D重建和实时渲染中表现出色。然而,复杂纹理区域需要大量高斯点才能准确捕捉颜色变化,导致渲染效率低下。为此,我们提出一种结合3DGS与纹理网格的混合表示方法,用于室内场景重建。该方法利用纹理网格处理纹理丰富的平坦区域,同时保留高斯点建模复杂几何结构。首先对提取的网格进行剪枝与优化,剔除几何复杂的区域;随后采用联合优化策略,结合预热机制和透射率感知监督,实现3DGS与网格贡献的无缝平衡。大量实验表明,该混合表示在保持相近渲染质量的同时,显著提升帧率(FPS),且使用的高斯点数量更少。

原文摘要 · Abstract (English)

3D Gaussian splatting (3DGS) has demonstrated exceptional performance in image-based 3D reconstruction and real-time rendering. However, regions with complex textures require numerous Gaussians to capture significant color variations accurately, leading to inefficiencies in rendering speed. To address this challenge, we introduce a hybrid representation for indoor scenes that combines 3DGS with textured meshes. Our approach uses textured meshes to handle texture-rich flat areas, while retaining Gaussians to model intricate geometries. The proposed method begins by pruning and refining the extracted mesh to eliminate geometrically complex regions. We then employ a joint optimization for 3DGS and mesh, incorporating a warm-up strategy and transmittance-aware supervision to balance their contributions seamlessly.Extensive experiments demonstrate that the hybrid representation maintains comparable rendering quality and achieves superior frames per second FPS with fewer Gaussian primitives.

3D重建高斯溅射网格融合实时渲染

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