用新损失函数提升3D高斯点云渲染清晰度,不增加计算量
Drop-In Perceptual Optimization for 3D Gaussian Splatting
- 提出正则化瓦瑟斯坦失真损失WD-R,优化视觉感知质量
- 在多个数据集上实现更优的图像质量指标,纹理还原更清晰
- 适用于多种3DGS框架,可节省50%压缩码率,适合高效渲染场景
尽管3D高斯点云渲染最终由人眼观看,但现有方法多依赖随意组合的像素级损失,导致画面模糊。为此,我们系统探索了3DGS的感知优化策略,通过大规模测试多种失真损失。首次开展覆盖39,320次成对评分的人类主观实验,验证不同数据集与3DGS框架下的表现。提出的正则化瓦瑟斯坦失真(WD-R)显著胜出,能在不增加点数的情况下恢复精细纹理。相比原始3DGS损失,人类偏好提升超2.3倍;相比当前最优方法Perceptual-GS,偏好提升1.5倍。在多个数据集上持续取得领先的LPIPS、DISTS和FID分数,并泛化至Mip-Splatting与Scaffold-GS等新框架。替换原损失后,在相似资源预算下(点数或模型大小),人类偏好分别提升1.8倍和3.6倍。该方法还适用于3DGS场景压缩,实现约50%码率降低而保持同等感知质量。
原文摘要 · Abstract (English)
Despite their output being ultimately consumed by human viewers, 3D Gaussian Splatting (3DGS) methods often rely on ad-hoc combinations of pixel-level losses, resulting in blurry renderings. To address this, we systematically explore perceptual optimization strategies for 3DGS by searching over a diverse set of distortion losses. We conduct the first-of-its-kind large-scale human subjective study on 3DGS, involving 39,320 pairwise ratings across several datasets and 3DGS frameworks. A regularized version of Wasserstein Distortion, which we call WD-R, emerges as the clear winner, excelling at recovering fine textures without incurring a higher splat count. WD-R is preferred by raters more than $2.3\times$ over the original 3DGS loss, and $1.5\times$ over the current best method Perceptual-GS. WD-R also consistently achieves state-of-the-art LPIPS, DISTS, and FID scores across various datasets, and generalizes across recent frameworks, such as Mip-Splatting and Scaffold-GS, where replacing the original loss with WD-R consistently enhances perceptual quality within a similar resource budget (number of splats for Mip-Splatting, model size for Scaffold-GS), and leads to reconstructions being preferred by human raters $1.8\times$ and $3.6\times$, respectively. We also find that this carries over to the task of 3DGS scene compression, with $\approx 50\%$ bitrate savings for comparable perceptual metric performance.
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