arXiv:2607.18067cs.CV2026-07

用量子启发方法压缩3D高斯点云,大幅降低存储与渲染开销。

QIRF Quantum-Inspired Non-Orthogonal Function-Space Compression for 3D Gaussian Splatting

论文配图:QIRF Quantum-Inspired Non-Orthogonal Function-Space Compression for 3D Gaussian Splatting
图 1 · 摘自论文原文
  • 将邻近高斯函数视为非正交基,通过特征分解选代表点
  • 平均减少71.7%高斯数,压缩比达3.54倍,PSNR提升0.10dB
  • 适合需要高效渲染的3D重建与实时应用

3D高斯泼溅(3DGS)通过大量各向异性高斯原语表示场景,实现高质量实时渲染。但复杂场景常需数百万高斯,导致存储与渲染成本高昂。现有压缩方法多通过逐原语剪枝、属性量化、聚类或神经编码减少冗余,但对强重叠且非正交的高斯基函数带来的冗余仍关注不足。本文提出QIRF,一种量子启发的非正交函数空间压缩方法。将邻近高斯原语建模为局部非正交基,将原语缩减转化为子空间感知选择问题。构建分析型高斯重叠矩阵与辐射响应密度矩阵,刻画功能冗余与渲染相关性。通过广义特征分解识别主导局部子空间并选取代表性高斯。结合基于RRDM的响应模型与细节保护机制,在激进剪枝下仍保留高频视觉结构。在Mip-NeRF 360、Tanks and Temples和Deep Blending共13个场景上实验显示,QIRF平均减少71.7%高斯数量,原始PLY存储减少71.7%,对应约3.54倍压缩率,重建质量与3DGS相当,并实现0.10 dB的平均PSNR微增。同时,平均渲染速度较3DGS提升34.3%。结果表明,非正交函数空间冗余是显式高斯辐射场中重要但未被充分探索的冗余来源。

原文摘要 · Abstract (English)

3D Gaussian Splatting (3DGS) achieves high-quality real-time rendering by representing a scene with a large collection of anisotropic Gaussian primitives. However, complex scenes often require millions of Gaussians, resulting in substantial storage and rendering costs. Existing compression methods mainly reduce redundancy through primitive-wise pruning, attribute quantization, clustering, or neural coding, while redundancy caused by strongly overlapping and non-orthogonal Gaussian basis functions remains largely unexplored. We present QIRF, a quantum-inspired non-orthogonal function-space compression method for 3D Gaussian Splatting. QIRF models neighboring Gaussian primitives as a local non-orthogonal basis and formulates primitive reduction as a subspace-aware selection problem. Specifically, an analytic Gaussian overlap matrix and a radiance-response density matrix are constructed to characterize functional redundancy and rendering relevance. Generalized eigendecomposition is then used to identify the dominant local subspace and select representative Gaussian primitives. An RRDM-based response model and detail-aware safeguarding further preserve visually important high-frequency structures under aggressive pruning. Experiments on 13 scenes from Mip-NeRF 360, Tanks and Temples, and Deep Blending show that QIRF reduces the Gaussian count and raw PLY storage by 71.7 percent on average, corresponding to approximately 3.54 times compression, while maintaining reconstruction quality comparable to 3DGS and achieving a marginal average PSNR improvement of 0.10 dB. QIRF also improves the average rendering speed over 3DGS by 34.3 percent. These results suggest that non-orthogonal function-space redundancy is an important yet underexplored source of representational redundancy in explicit Gaussian radiance fields.

3D高斯压缩渲染加速

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