arXiv:2604.18980cs.CV2026-04

通过自适应缩放降低3D高斯点与瓦片的交互对数,显著提升渲染速度。

AdaGScale: Viewpoint-Adaptive Gaussian Scaling in 3D Gaussian Splatting to Reduce Gaussian-Tile Pairs

  • 根据高斯点周边区域的颜色贡献度动态调整其尺寸
  • 在城市级场景中实现13.8倍加速,PSNR仅下降0.5 dB
  • 仅用于相交测试,保留原始大小以保证画质,适合实时渲染应用

减少高斯点-瓦片对数量是提升GPU上3D高斯泼溅(3D-GS)渲染速度最有效的方法之一。然而,以往工作未考虑各高斯点-瓦片对的重要性差异。本文提出AdaGScale,一种新型视角自适应高斯缩放技术,可减少高斯点-瓦片对数量。该方法基于观察:远离高斯中心的外围瓦片对像素颜色累积贡献极小,存在压缩空间。AdaGScale在预处理阶段高效估算每个高斯点外围区域的颜色贡献,并据此自适应缩放其尺寸。低重要性高斯点与更少瓦片相交,从而加快相交测试速度,同时保持图像质量。调整后的尺寸仅用于相交测试,颜色累积仍使用原始尺寸以保障视觉保真度。实验表明,相比原始3D-GS,AdaGScale在GPU上实现13.8倍几何平均加速,城市级场景中PSNR仅下降约0.5 dB。

原文摘要 · Abstract (English)

Reducing the number of Gaussian-tile pairs is one of the most promising approaches to improve 3D Gaussian Splatting (3D-GS) rendering speed on GPUs. However, the importance difference existing among Gaussian-tile pairs has never been considered in the previous works. In this paper, we propose AdaGScale, a novel viewpoint-adaptive Gaussian scaling technique for reducing the number of Gaussian-tile pairs. AdaGScale is based on the observation that the peripheral tiles located far from Gaussian center contribute negligibly to pixel color accumulation. This suggests an opportunity for reducing the number of Gaussian-tile pairs based on color contribution. AdaGScale efficiently estimates the color contribution in the peripheral region of each Gaussian during a preprocessing stage and adaptively scales its size based on the peripheral score. As a result, Gaussians with lower importance intersect with fewer tiles during the intersection test, which improves rendering speed while maintaining image quality. The adjusted size is used only for tile intersection test, and the original size is retained during color accumulation to preserve visual fidelity. Experimental results show that AdaGScale achieves a geometric mean speedup of 13.8x over original 3D-GS on a GPU, with only about 0.5 dB degradation in PSNR on city-scale scenes.

3DGS渲染加速高斯泼溅自适应缩放

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