arXiv:2506.07069cs.GRcs.AR2025-06被引 2

提升3D高斯点云渲染效率,实现在低功耗设备上实时渲染。

Efficient 3D Gaussian Splatting with Axis-Shared Rasterization and Order-independent Transmittance

  • 通过轴共享光栅化减少38%计算量,保持高并行性。
  • 用轻量MLP实现无需排序的透明度计算,质量损失极小。
  • 统一可重构处理单元支持光栅化与MLP,避免硬件浪费。

3D高斯点云(3DGS)已成为一种强大的新视角合成技术,兼具高质量重建与高效渲染,在AR/VR、机器人和自动驾驶等领域广泛应用。然而,在资源受限平台实现实时性能仍具挑战,受限于严格的功耗与面积预算。现有加速器虽提升了硬件性能,但忽略了关键低效问题:光栅化效率不足、排序扩展性差、流水线不平衡。本文提出架构-算法协同设计以解决上述问题。首先,提出轴共享光栅化,预计算并复用X/Y轴上的公共项,将乘加操作减少高达38%,同时保持高并行性。其次,设计新型无序透明度方法,利用轻量多层感知机(MLP)直接逼近每个高斯的透明度,无需显式排序即可实现高效α混合,质量损失可忽略。第三,构建统一可重构处理单元阵列,同时支持光栅化与MLP推理,避免昂贵排序硬件,维持高利用率。实验表明,本设计在保持渲染质量的同时,相较最先进3DGS加速器提速1.33至1.88倍。代码已开源:https://github.com/WangZhican/ISCA26_3DGS_Acc。

原文摘要 · Abstract (English)

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for novel view synthesis, combining high-quality reconstruction with efficient rendering. It has been widely adopted in domains such as AR/VR, robotics, and autonomous driving. However, achieving real-time performance on resource-constrained platforms remains challenging due to strict power and area budgets. Prior accelerators improve hardware performance but still overlook key inefficiencies, including insufficient rasterization efficiency, poor sorting scalability, and pipeline imbalance. This paper presents an architecture-algorithm co-design to address these challenges. First, we propose axis-shared rasterization, which precomputes and reuses common terms along the X- and Y-axes, reducing multiply-and-accumulate (MAC) operations by up to 38% while preserving high parallelism. Second, we develop a novel order-independent transmittance method that removes the need for explicit sorting by leveraging a lightweight multilayer perceptron (MLP) to directly approximate the transmittance of each Gaussian, enabling efficient alpha blending with negligible quality loss. Third, we design a unified reconfigurable PE array that supports both rasterization and MLP inference, sustaining high utilization without costly sorting hardware. Our experiments demonstrate that our design preserves rendering quality while achieving a 1.33 to 1.88x speedup over state-of-the-art 3DGS accelerators. Our code is open source at https://github.com/WangZhican/ISCA26_3DGS_Acc.

3D高斯渲染加速硬件协同

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