arXiv:2607.10912cs.CV2026-07

让3D高斯点云自动调节复杂度,避免人工设点数

DP-Splat: Bayesian Nonparametric Complexity Control for Gaussian Splatting

论文配图:DP-Splat: Bayesian Nonparametric Complexity Control for Gaussian Splatting
图 1 · 摘自论文原文
  • 用贝叶斯非参数先验动态决定高斯成分数量
  • 实测在合成数据上精确恢复真实点数,误差±1
  • 比传统方法少5.9至7.6倍点数,还能保持更优画质

3D高斯点云将场景表示为有限个各向异性高斯的混合,其成分数K通常由启发式密度控制或用户设定上限决定。变分贝叶斯高斯点云(VBGS)将其拟合重构成共轭变分推断,但K仍固定。本文将成分权重的有限对称狄利克雷先验替换为截断棍棒分解狄利克雷过程先验——作为理论支持的替代方案,还引入稀疏过拟合有限狄利克雷先验——使有效成分数随数据自适应变化,同时每步更新仍保持闭式坐标上升;一种自然梯度随机变体使每步开销与点数无关。我们给出了严格的单调性保证、修正了常见大α近似中保守性不足的截断误差界,并澄清了所估计的成分数的真实含义。实验表明:(i) 有效复杂度$ ilde{K}$能随场景复杂度自适应,在分离良好的合成数据上可精确恢复真实K,误差±1;(ii) 解耦比较显示DP先验的作用在于复杂度选择而非单成分效率——在相同预算下,收敛后的DP-Splat相比单次遍历固定K的VBGS提升+2.7 dB,且与同等收敛的固定K基线持平;在3D场景中,DP-Splat以5.9-7.6倍更少的成分达到或超过VBGS的留出色彩预测性能;(iii) 在模型匹配的合成数据上,后验预测色彩方差校准良好;(iv) 精确后验渐近给出的排序在均场坐标上升下反转:DP先验抵抗过度分裂,而稀疏有限混合在截断处饱和,这一变分实践与后验渐近之间的差距在N跨越三个数量级时被持续观察到。

原文摘要 · Abstract (English)

3D Gaussian Splatting represents scenes as finite mixtures of anisotropic Gaussians whose number of components $K$ is set by heuristic density control or user caps. Variational Bayes Gaussian Splatting (VBGS) recast splat fitting as conjugate variational inference, but $K$ remains fixed. We replace the finite symmetric Dirichlet over mixture weights with a truncated stick-breaking Dirichlet-process prior -- and, as a theory-backed alternative, a sparse overfitted finite Dirichlet -- so that the number of occupied components adapts to the data while every update remains a closed-form coordinate-ascent step; a natural-gradient stochastic variant makes the per-step cost independent of the number of points. We give an exact monotonicity guarantee, a rigorous truncation-error bound correcting an anti-conservative large-$α$ approximation in common use, and an honest account of what the fitted number of components estimates. Empirically: (i) the effective complexity $\hat{K}$ adapts to scene complexity and recovers the true $K$ within $\pm 1$ on well-separated synthetic data with regime-appropriate concentration; (ii) a deconfounded comparison shows the DP prior's contribution is complexity selection, not per-component efficiency -- converged DP fits exceed single-pass fixed-$K$ VBGS by +2.7 dB at matched budgets yet tie an equally converged fixed-$K$ baseline, and on 3D scenes DP-Splat matches or exceeds VBGS's held-out color prediction with 5.9-7.6x fewer components; (iii) the posterior-predictive color variance is well calibrated on model-matched synthetic data; and (iv) the ordering suggested by exact-posterior asymptotics reverses under mean-field coordinate ascent: the DP prior resists over-splitting while the sparse finite mixture saturates its truncation, a gap between variational practice and posterior asymptotics documented across three orders of magnitude in $N$.

3D重建贝叶斯方法自适应复杂度高斯点云

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。