Neo通过重用更新排序,实现设备端实时3D高斯溅射渲染。
Neo: Real-Time On-Device 3D Gaussian Splatting with Reuse-and-Update Sorting Acceleration
- 利用帧间时间冗余,重用并更新高斯点深度顺序,避免重复排序。
- 相比现有方案,吞吐提升最高达10.0倍,内存带宽减少94.5%。
- 适合移动AR/VR设备,实现实时低延迟高质量3D渲染。
在资源受限设备上实现3D高斯溅射(3DGS)的实时渲染,对提供沉浸式增强现实(AR)和虚拟现实(VR)体验至关重要。然而,现有方案难以在高分辨率下维持高帧率。分析表明,3DGS渲染流程中的排序阶段是主要瓶颈,因其高内存带宽需求。本文提出Neo,引入一种重用与更新排序算法,利用连续帧间高斯点排序的时间冗余性,并设计专用硬件加速器优化该算法。通过高效追踪和更新高斯点深度顺序,而非从头重新排序,显著减少冗余计算与内存带宽压力。实验结果表明,Neo相比最先进的边缘GPU和ASIC解决方案,吞吐量分别提升10.0倍和5.6倍,同时减少DRAM流量94.5%和81.3%。这些改进使高质量、低延迟的设备端3D渲染更具可行性。
原文摘要 · Abstract (English)
3D Gaussian Splatting (3DGS) rendering in real-time on resource-constrained devices is essential for delivering immersive augmented and virtual reality (AR/VR) experiences. However, existing solutions struggle to achieve high frame rates, especially for high-resolution rendering. Our analysis identifies the sorting stage in the 3DGS rendering pipeline as the major bottleneck due to its high memory bandwidth demand. This paper presents Neo, which introduces a reuse-and-update sorting algorithm that exploits temporal redundancy in Gaussian ordering across consecutive frames, and devises a hardware accelerator optimized for this algorithm. By efficiently tracking and updating Gaussian depth ordering instead of re-sorting from scratch, Neo significantly reduces redundant computations and memory bandwidth pressure. Experimental results show that Neo achieves up to 10.0x and 5.6x higher throughput than state-of-the-art edge GPU and ASIC solution, respectively, while reducing DRAM traffic by 94.5% and 81.3%. These improvements make high-quality and low-latency on-device 3D rendering more practical.
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