arXiv:2607.13808cs.CVcs.GR2026-07

用纹理图集加速3D高斯点云渲染,实现4K实时显示

Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting

论文配图:Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting
图 1 · 摘自论文原文
  • 分离几何与外观表示,用2D点元和纹理图集处理细节
  • 比传统方法快5倍,4K画面60帧流畅运行
  • 适合追求实时高清3D渲染的开发者和应用者

近期基于哈希网格的3D高斯点云(3DGS)虽能捕捉精细颜色细节,但片段渲染开销大。本文提出解耦的辐射率表示:用2D surfels建模低频几何与视角相关外观特征,高频率纹理则通过视图无关的空间哈希网格烘焙为紧凑纹理图集。引入稀疏性优化,惩罚半透明与逐原语衰减,大幅裁剪无效surfels,实现显著更快更稀疏的重建。结合几何稀疏性与高效GPU纹理映射,本方法相较3DGS最高提速5倍,保持顶尖视觉质量,可在消费级硬件上实现4K实时60帧渲染。

原文摘要 · Abstract (English)

Recent extensions of 3D Gaussian Splatting (3DGS) capture fine color details using hash-grid-based appearance parameterization but incur high computational cost during fragment rendering. We introduce a decoupled radiance representation that models low-frequency geometry and view dependent appearance features with 2D surfels while representing high-frequency textures via a view-independent spatial hash grid that is baked into a compact texture atlas. By including sparsity-enhancing optimizations that penalize semi-transparency and per-primitive falloff, our method aggressively prunes insignificant surfels and achieves significantly faster and sparser reconstructions than prior work. Exploiting geometric sparsity and efficient GPU texture mapping, our approach achieves up to a fivefold speedup over 3DGS while preserving state-of-the-art visual fidelity, enabling real-time 4K rendering at 60 FPS on consumer hardware.

3D高斯实时渲染纹理图集高效重建

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