改进3D高斯点渲染,用非指数衰减提升速度四倍
Generalized non-exponential Gaussian splatting
- 用二次透射率替代指数透射,构建非指数版本3DGS
- 在真实场景中减少过绘次数,实现最高4倍加速
- 适合追求高效渲染的视觉重建与实时应用
本文将3D高斯点渲染(3DGS)推广至更广泛的物理基础α混合算子家族。3DGS已成为辐射场渲染与重建的标准方法,因其灵活性与高效性。其核心基于排序半透明基元的α混合,在极限下收敛到具有指数透射的经典辐射传输函数。受近期非指数辐射传输研究启发,本文将3DGS的图像形成模型推广至非指数情形。基于此,引入二次透射率,定义出亚线性、线性及超线性版本的3DGS,呈现快于指数的衰减特性。实验表明,这些新版本在质量上与原始3DGS相当,但显著减少了过绘次数,在基于光线追踪的渲染器中,复杂真实场景下的速度提升可达4倍。
原文摘要 · Abstract (English)
In this work we generalize 3D Gaussian splatting (3DGS) to a wider family of physically-based alpha-blending operators. 3DGS has become the standard de-facto for radiance field rendering and reconstruction, given its flexibility and efficiency. At its core, it is based on alpha-blending sorted semitransparent primitives, which in the limit converges to the classic radiative transfer function with exponential transmittance. Inspired by recent research on non-exponential radiative transfer, we generalize the image formation model of 3DGS to non-exponential regimes. Based on this generalization, we use a quadratic transmittance to define sub-linear, linear, and super-linear versions of 3DGS, which exhibit faster-than-exponential decay. We demonstrate that these new non-exponential variants achieve similar quality than the original 3DGS but significantly reduce the number of overdraws, which result on speed-ups of up to $4\times$ in complex real-world captures, on a ray-tracing-based renderer.
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