不训练、不修改模型,用时间信息加速3D高斯渲染
TemporalGS: Training-Free Plug-and-Play Acceleration for 3D Gaussian Splatting Rendering via Temporal Priors

- 利用前后帧的几何与外观一致性,减少重复计算
- 动态剔除低贡献点,仅重绘关键区域,最高提速1.48倍
- 即插即用,适配不同3DGS系统,无需重新训练
3D高斯泼溅(3DGS)虽实现快速高保真新视角合成,但在多高斯椭球场景下仍面临高帧率与低延迟难题。本文提出TemporalGS,首个无需训练、无需后处理的即插即用加速方法,基于分块软件光栅化实现。核心思想是利用时间先验(如新几何与外观缓冲区),减少连续帧中高斯点预处理、排序和光栅化的冗余。提出两项策略:(1)时间动态剔除,过滤对当前帧贡献小的高斯点;(2)选择性渲染,仅重绘无法由时间先验近似的极小区域。通过交替使用两者,实现无需训练的高效加速。实验表明,该方法性能优于现有后训练/后处理方案,在保持高质量的同时最高提速1.48倍。进一步扩展至硬件光栅化3DGS,验证其可移植性。
原文摘要 · Abstract (English)
3D Gaussian Splatting (3DGS) has revolutionized novel-view synthesis with its fast and high-fidelity rendering. However, rendering at high FPS and low latency across various scenes remains a challenge, especially when large amounts of 3D Gaussian ellipsoids appear in the scene. To address this issue, we introduce TemporalGS, to the best of our knowledge, the first training-free plug-and-play algorithmic approach to accelerate 3DGS rendering without any post-training or post-processing, implemented on top of tile-based software rasterization. The key idea is that, instead of rendering frames independently as 3DGS, we leverage the temporal priors, represented by novel geometry and appearance buffers, etc., to reduce redundancy of Gaussian preprocessing, sorting, and rasterization operations of consecutive frames. Specifically, we propose two acceleration strategies: (1) temporal dynamic culling, which filters out Gaussians that contribute less to current frame rendering; (2) selective rendering, which renders only a small portion of tiles that cannot be approximated by the temporal priors. By adapting and interleaving these two strategies, TemporalGS yields a simple but effective plug-and-play solution for 3DGS rendering speed-up without any training. Extensive experiments show that TemporalGS achieves comparable or even better performance compared to existing state-of-the-art post-training or post-processing-based 3DGS rendering acceleration approaches. TemporalGS can significantly enhance the rendering speed of various 3DGS methods, achieving up to $1.48\times$ acceleration, while maintaining competitive rendering quality. We further extend our TemporalGS to hardware rasterization-based 3DGS to show the portability of our algorithm.
Thank you to arXiv for use of its open access interoperability. PaperDance 不是 arXiv 官方产品;中文卡片由大模型生成,请以原文为准。