用GPU友好纹理压缩技术,高效减小3D高斯点云的显存占用。
Compression of 3D Gaussian Splatting Data Using GPU-friendly Graphics Texture Coding

- 利用纹理压缩方案对球谐系数进行分组重排压缩
- 采用BC1/BC7格式压缩后,视觉质量几乎无损
- 支持随机访问,适合大规模并行渲染,适合实时光栅化应用
从图像集合建模3D场景的技术(如3D高斯点云)通过视图相关的外观表示生成高质量新视角。在3DGS中,球谐函数(SH)用于建模视图依赖颜色,导致每个几何基元包含大量系数,内存开销大。现有压缩方法未充分利用现代GPU的并行解码与渲染能力。本文提出一种针对SH颜色系数的压缩方法,采用专为高效并行GPU解码设计、并受硬件加速支持的纹理压缩方案。实验表明,该方法通过按颜色对基元局部分组和重排,可比2D纹理压缩更有效减少数据量。同时引入比特率控制策略,保持随机访问能力,支持大规模并行处理而不影响渲染性能。使用BC1和BC7格式的实验结果显示,基于GPU的解压可在视觉质量几乎无损的情况下实现。
原文摘要 · Abstract (English)
Techniques for modeling 3D scenes from image collections, such as 3D Gaussian Splatting (3DGS), are capable of generating high-quality novel views by leveraging graphics primitives with view-dependent appearance. In 3DGS, spherical harmonic (SH) are employed to model view-dependent color, resulting in a large number of SH coefficients per primitive and large memory requirements. While compression approaches have been proposed to mitigate this problem, they do not exploit the capabilities of modern Graphics Processing Units (GPUs) for parallel decoding and rendering. In this paper, we propose a method for compressing SH color coefficients using texture compression schemes specifically designed for efficient parallel GPU decoding and supported by dedicated hardware acceleration. It is shown that those methods can compress color coefficients more effectively than 2D textures by exploiting the fact that primitives can be locally grouped and reordered according to color. Furthermore, we introduce a bit-rate control strategy that preserves random access, enabling large-scale parallelization without compromising rendering performance. Experimental results using BC1 and BC7 texture compression formats show that GPU-based decompression can be achieved with negligible or imperceptible degradation in the visual quality of rendered 3DGS scenes.
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。