通过逐层精简构建高效3D高斯点云,适合实时渲染场景。
Unfolding 3D Gaussian Splatting via Iterative Gaussian Synopsis
- 从全分辨率模型出发,用可学习掩码逐步剪枝生成多级细节
- 在保持高质量渲染的同时,存储量显著降低
- 适合带宽和内存受限的实时3D渲染应用
3D高斯点云(3DGS)已成为实现高保真、实时新视角合成的前沿框架。然而,其庞大的存储需求和固有的非结构化表示,在流媒体及资源受限环境中的部署面临挑战。现有基于自底向上的细节层级(LOD)策略常引入冗余或导致画质下降。为此,我们提出一种名为迭代高斯摘要(Iterative Gaussian Synopsis)的新框架,通过自顶向下的‘展开’机制实现紧凑且渐进式渲染。该方法从全分辨率3DGS模型开始,利用自适应可学习掩码机制迭代生成更粗粒度的LOD层级,构建多级层次结构,在保留视觉质量的同时提升效率。我们融合分层空间网格以捕捉全局场景结构,并采用共享锚点码本建模局部细节,形成紧凑而丰富的特征表示,有效减少冗余并支持层级特异性优化。展开机制促进层间复用,仅需极少数据开销即可实现渐进式细化。实验表明,该方法在所有层级上均保持高渲染质量,同时实现显著的存储压缩。结果证明了该方法在带宽与内存受限场景下实时3DGS渲染的实用性和可扩展性。
原文摘要 · Abstract (English)
3D Gaussian Splatting (3DGS) has become a state-of-the-art framework for real-time, high-fidelity novel view synthesis. However, its substantial storage requirements and inherently unstructured representation pose challenges for deployment in streaming and resource-constrained environments. Existing Level-of-Detail (LOD) strategies, particularly those based on bottom-up construction, often introduce redundancy or lead to fidelity degradation. To overcome these limitations, we propose Iterative Gaussian Synopsis, a novel framework for compact and progressive rendering through a top-down "unfolding" scheme. Our approach begins with a full-resolution 3DGS model and iteratively derives coarser LODs using an adaptive, learnable mask-based pruning mechanism. This process constructs a multi-level hierarchy that preserves visual quality while improving efficiency. We integrate hierarchical spatial grids, which capture the global scene structure, with a shared Anchor Codebook that models localized details. This combination produces a compact yet expressive feature representation, designed to minimize redundancy and support efficient, level-specific adaptation. The unfolding mechanism promotes inter-layer reusability and requires only minimal data overhead for progressive refinement. Experiments show that our method maintains high rendering quality across all LODs while achieving substantial storage reduction. These results demonstrate the practicality and scalability of our approach for real-time 3DGS rendering in bandwidth- and memory-constrained scenarios.
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