HGS通过分解静态动态区域,实现高效动态视图合成。
HGS: Hybrid Gaussian Splatting with Static-Dynamic Decomposition for Compact Dynamic View Synthesis
- 用RBF显式分离场景的静态与动态部分,减少冗余参数。
- 模型大小减少98%,4K下实现实时125帧渲染。
- 适合资源受限设备,尤其适用于虚拟现实系统。
动态新视角合成对沉浸式体验至关重要。现有方法虽借助3D高斯点阵(3DGS)和隐式变形场或时间可变参数提升性能,但模型复杂度高、参数冗余,导致模型庞大、渲染慢,难以满足实时应用需求,尤其在资源受限设备上表现不佳。为此,本文提出混合高斯点阵(HGS),一种紧凑高效的框架,通过显式分解场景的静态与动态区域,在统一表示中实现优化。核心创新为静态-动态分解(SDD)策略,采用径向基函数(RBF)建模高斯原语:动态区域使用时变RBF捕捉时间变化并处理突变场景;静态区域则共享时不变参数以降低冗余。此外,设计两阶段训练策略以增强静态-动态边界处的时间一致性。实验表明,该方法模型规模最大缩减98%,在单张RTX 3090 GPU上实现4K分辨率下最高125帧/秒的实时渲染;在RTX 3050上仍保持160帧/秒(1352×1014分辨率),已成功集成至VR系统。在保持与顶尖方法相当的渲染质量基础上,显著提升高频细节和突发场景的视觉保真度。
原文摘要 · Abstract (English)
Dynamic novel view synthesis (NVS) is essential for creating immersive experiences. Existing approaches have advanced dynamic NVS by introducing 3D Gaussian Splatting (3DGS) with implicit deformation fields or indiscriminately assigned time-varying parameters, surpassing NeRF-based methods. However, due to excessive model complexity and parameter redundancy, they incur large model sizes and slow rendering speeds, making them inefficient for real-time applications, particularly on resource-constrained devices. To obtain a more efficient model with fewer redundant parameters, in this paper, we propose Hybrid Gaussian Splatting (HGS), a compact and efficient framework explicitly designed to disentangle static and dynamic regions of a scene within a unified representation. The core innovation of HGS lies in our Static-Dynamic Decomposition (SDD) strategy, which leverages Radial Basis Function (RBF) modeling for Gaussian primitives. Specifically, for dynamic regions, we employ time-dependent RBFs to effectively capture temporal variations and handle abrupt scene changes, while for static regions, we reduce redundancy by sharing temporally invariant parameters. Additionally, we introduce a two-stage training strategy tailored for explicit models to enhance temporal coherence at static-dynamic boundaries. Experimental results demonstrate that our method reduces model size by up to 98% and achieves real-time rendering at up to 125 FPS at 4K resolution on a single RTX 3090 GPU. It further sustains 160 FPS at 1352 * 1014 on an RTX 3050 and has been integrated into the VR system. Moreover, HGS achieves comparable rendering quality to state-of-the-art methods while providing significantly improved visual fidelity for high-frequency details and abrupt scene changes.
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