提出AA-Splat,让3D高斯点渲染在任意分辨率下都抗锯齿且无伪影。
AA-Splat: Anti-Aliased Feed-forward Gaussian Splatting
- 用OBBL设计结合频域限制与透明度平衡,修复了原有方法的屏幕采样错误。
- 在4倍到1/4倍分辨率下,新方法相较顶尖基线提升5.4~7.5dB PSNR。
- 适合需要高鲁棒性图像生成与多分辨率重建的研究者和工程师。
前馈式3D高斯点渲染(FF-3DGS)成为稀疏视角三维重建与新视角合成(NVS)的快速稳健方案。然而,现有方法基于错误的屏幕空间膨胀滤波器,在非分布内采样率下会产生严重渲染伪影。本文首次提出一种名为AA-Splat的前馈式3DGS模型,可在任意分辨率实现鲁棒的抗锯齿渲染。其核心为透明度平衡的带限设计(OBBL),包含两部分:3D带限后滤波器将多视角最大频率约束融入前馈重建流程,有效限制场景表示的频带并消除退化高斯点;透明度平衡(OB)机制将所有像素对齐的高斯原语无缝整合进渲染过程,补偿因扩展高斯点导致的重叠增加。实验表明,相比当前最优基线DepthSplat,AA-Splat在所有分辨率(4×至1/4×)下平均获得5.4~7.5dB PSNR提升。代码将公开。
原文摘要 · Abstract (English)
Feed-forward 3D Gaussian Splatting (FF-3DGS) emerges as a fast and robust solution for sparse-view 3D reconstruction and novel view synthesis (NVS). However, existing FF-3DGS methods are built on incorrect screen-space dilation filters, causing severe rendering artifacts when rendering at out-of-distribution sampling rates. We firstly propose an FF-3DGS model, called AA-Splat, to enable robust anti-aliased rendering at any resolution. AA-Splat utilizes an opacity-balanced band-limiting (OBBL) design, which combines two components: a 3D band-limiting post-filter integrates multi-view maximal frequency bounds into the feed-forward reconstruction pipeline, effectively band-limiting the resulting 3D scene representations and eliminating degenerate Gaussians; an Opacity Balancing (OB) to seamlessly integrate all pixel-aligned Gaussian primitives into the rendering process, compensating for the increased overlap between expanded Gaussian primitives. AA-Splat demonstrates drastic improvements with average 5.4$\sim$7.5dB PSNR gains on NVS performance over a state-of-the-art (SOTA) baseline, DepthSplat, at all resolutions, between $4\times$ and $1/4\times$. Code will be made available.
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