通过分层渲染提升3D高斯溅射实时性能,速度最高快15.8倍。
HiGS: A Hierarchical Rendering Architecture for Real-Time 3D Gaussian Splatting

- 分层处理:粗粒度宏块用于空间分区,细粒度块用于光栅化
- 密集区域并行处理,帧率最高提升15.8倍,保持精确前后排序
- 适合实时3D重建与渲染,尤其在复杂场景中表现优异
3D高斯溅射(3DGS)已成为在消费级GPU上实现实时新视角合成的标准方法。其流程将空间划分与光栅化绑定于单一瓦片尺寸,但二者优化方向相反:划分随瓦片增大而更便宜,光栅化则随瓦片减小更高效。以往加速工作虽降低了各阶段开销,但仍受限于单一尺度,导致少数密集瓦片主导帧时间。本文提出分层瓦片高斯溅射(HiGS),让划分在粗宏块上进行,光栅化在内部细瓦片执行。光栅化任务按宏块内高斯数量分配,而非每瓦片独立处理,使密集区域可分布到多个并行单元,避免串行瓶颈。在测试场景中,HiGS相比原始3DGS最快提升15.8倍,且优于所有对比的光栅化器,同时保持精确的前到后透明融合。
原文摘要 · Abstract (English)
3D Gaussian Splatting (3DGS) has become the standard for real-time novel view synthesis on commodity GPUs. Its pipeline ties spatial partitioning and rasterization to one tile size, yet the two pull in opposite directions: partitioning, which bins and depth-sorts gaussians, grows cheaper with larger tiles, while rasterization gets cheaper with smaller ones. Prior acceleration work reduces the cost of individual stages but keeps both locked to that single scale, where a few dense tiles dominate frame time. We present Hierarchically Tiled Gaussian Splatting (HiGS), which gives each its own scale: partitioning runs over coarse macro-tiles, while rasterization runs over the fine render tiles within them. Rasterization work is then issued in proportion to the gaussians in each macro-tile rather than per tile, so dense regions spread across many parallel units instead of serializing through one. Across tested scenes, HiGS renders up to 15.8x faster than the original 3DGS and outperforms every other rasterizer we evaluate, while preserving exact front-to-back alpha compositing.
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