提出动态滤波方法,让3D高斯点云渲染更清晰无锯齿。
LOD-GS: Level-of-Detail-Sensitive 3D Gaussian Splatting for Detail Conserved Anti-Aliasing
- 根据采样率动态调整滤波强度,提升细节保留能力。
- 在公开和自建数据集上实现当前最优渲染质量。
- 适合关注高质量3D渲染与抗锯齿的开发者使用。
尽管3D高斯点云(3DGS)在3D场景渲染中实现了质量和效率的提升,但混叠伪影仍是长期挑战。现有方法多依赖低通滤波,但对采样率不敏感,常导致滤波不足或过度平滑。为此,我们提出LOD-GS,一种面向细节保留的层级敏感滤波框架,可动态预测每个3D高斯原语的最优滤波强度。具体地,为每个高斯引入一组基函数,以采样率为输入建模外观变化,实现采样率感知滤波,并与3D高斯参数端到端联合优化。采样率受焦距和相机距离影响,但现有方法与数据集仅通过降采样模拟焦距变化,忽视了相机距离的影响。为此,我们构建了一个新合成数据集,包含不同相机距离下的物体渲染。大量实验表明,该方法在公共数据集和自建数据集上均达到当前最优渲染质量,有效消除混叠。代码与数据集已开源。
原文摘要 · Abstract (English)
Despite the advancements in quality and efficiency achieved by 3D Gaussian Splatting (3DGS) in 3D scene rendering, aliasing artifacts remain a persistent challenge. Existing approaches primarily rely on low-pass filtering to mitigate aliasing. However, these methods are not sensitive to the sampling rate, often resulting in under-filtering and over-smoothing renderings. To address this limitation, we propose LOD-GS, a Level-of-Detail-sensitive filtering framework for Gaussian Splatting, which dynamically predicts the optimal filtering strength for each 3D Gaussian primitive. Specifically, we introduce a set of basis functions to each Gaussian, which take the sampling rate as input to model appearance variations, enabling sampling-rate-sensitive filtering. These basis function parameters are jointly optimized with the 3D Gaussian in an end-to-end manner. The sampling rate is influenced by both focal length and camera distance. However, existing methods and datasets rely solely on down-sampling to simulate focal length changes for anti-aliasing evaluation, overlooking the impact of camera distance. To enable a more comprehensive assessment, we introduce a new synthetic dataset featuring objects rendered at varying camera distances. Extensive experiments on both public datasets and our newly collected dataset demonstrate that our method achieves SOTA rendering quality while effectively eliminating aliasing. The code and dataset have been open-sourced.
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