arXiv:2603.09277cs.CV2026-03中稿 · CVPR被引 3

通过缩短像素对应的高斯列表,显著提升3D高斯溅射的训练效率。

Speeding Up the Learning of 3D Gaussians with Much Shorter Gaussian Lists

  • 定期缩小高斯尺度,使其覆盖更少邻近像素,自然压缩列表长度。
  • 引入熵约束优化权重分布,使主权重更大、次权重更小,减少干扰。
  • 结合渐进分辨率调度,实现高效训练,适合实时3D重建场景。

3D高斯溅射(3DGS)已成为从多视角图像学习辐射场的重要工具。尽管3DGS在渲染质量和效率上优于NeRF,但进一步提升高斯学习效率仍是挑战。为此,我们提出新的训练策略与损失函数,缩短渲染每个像素所需的高斯列表,从而减少射线上的参与高斯数量。具体而言,通过定期重置高斯尺度,促使小高斯覆盖更少邻近像素,压缩像素的高斯列表。同时,在alpha混合中引入熵约束,锐化射线上各高斯权重分布,使主导权重更大、次要权重更小,使每个高斯更聚焦于自身主导像素,减少对邻近像素的影响,进一步缩短列表。最终,将方法整合至渲染分辨率调度器中,通过逐步提高分辨率进一步提升效率。我们在多个主流基准上评估,结果表明该方法在不牺牲渲染质量的前提下,显著优于现有最优方法。

原文摘要 · Abstract (English)

3D Gaussian splatting (3DGS) has become a vital tool for learning a radiance field from multiple posed images. Although 3DGS shows great advantages over NeRF in terms of rendering quality and efficiency, it remains a research challenge to further improve the efficiency of learning 3D Gaussians. To overcome this challenge, we propose novel training strategies and losses to shorten each Gaussian list used to render a pixel, which speeds up the splatting by involving fewer Gaussians along a ray. Specifically, we shrink the size of each Gaussian by resetting their scales regularly, encouraging smaller Gaussians to cover fewer nearby pixels, which shortens the Gaussian lists of pixels. Additionally, we introduce an entropy constraint on the alpha blending procedure to sharpen the weight distribution of Gaussians along each ray, which drives dominant weights larger while making minor weights smaller. As a result, each Gaussian becomes more focused on the pixels where it is dominant, which reduces its impact on nearby pixels, leading to even shorter Gaussian lists. Eventually, we integrate our method into a rendering resolution scheduler which further improves efficiency through progressive resolution increase. We evaluate our method by comparing it with state-of-the-art methods on widely used benchmarks. Our results show significant advantages over others in efficiency without sacrificing rendering quality.

3D重建高斯溅射效率优化

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