arXiv:2607.04256cs.CV2026-07中稿 · ECCV

根据纹理动态分配3D高斯点,提升重建效率与质量

AdaptiveSplat:Texture Aware Controllable 3D Gaussian Allocation for Feed-Forward Reconstruction

论文配图:AdaptiveSplat:Texture Aware Controllable 3D Gaussian Allocation for Feed-Forward Reconstruction
图 1 · 摘自论文原文
  • 利用局部纹理信息判断细节复杂度,指导高斯点分配
  • 在多个数据集上实现更高精度的重建,且无需推理时微调
  • 适合追求高效实时3D重建的开发者与研究者

当前前馈式3D重建方法生成与像素对齐的高斯原始体,导致表示冗余。虽然直接剪枝可减少冗余,但会引入严重伪影,且常需推理时微调,违背前馈范式。已有研究表明,高频区域需更多高斯点,而低频区域可用更少点表示。受此启发,我们提出一种新方法,通过局部纹理信息显式控制高斯点数量。该方法包含三个关键组件:(1) 纹理估计,捕捉场景细节的空间变化;(2) 纹理感知剪枝,移除低频区域的冗余高斯点;(3) 自适应高斯头,预测保留原始体的修改属性,不破坏前馈特性。在RE10K、ACID、DL3DV、Tanks and Temples和DTU数据集上的实验验证了方法有效性,消融实验也证实了各组件贡献。

原文摘要 · Abstract (English)

Current feed-forward 3D reconstruction methods predict pixel aligned Gaussian primitives, resulting in highly redundant representations. A natural solution is to prune the redundant Gaussians, but naive pruning introduces severe artifacts and often requires inference time fine-tuning, breaking the feed-forward paradigm. Based on previous works, high frequency regions require more Gaussian primitives, while low frequency regions can be represented with significantly fewer primitives. Motivated by this, we propose a novel approach to explicitly control the number of Gaussians by leveraging local texture information. Our approach achieves this through three key components: (1) texture estimation to capture spatial variation in scene detail, (2) texture-aware pruning that removes redundant Gaussians from low frequency regions, and (3) an adaptive Gaussian head that predicts the modified attributes of the retained primitives without breaking the feed-forward paradigm. Experiments on RE10K, ACID, DL3DV, Tanks and Temples, and DTU demonstrate the effectiveness of our approach, while ablation studies validate the contributions of its key components.

3D重建高斯点纹理感知前馈模型

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