解决3D高斯点云渲染中的梯度消失问题,提升重建质量与稳定性。
TruncGradGS: Improved 3D Gaussian Splatting via Truncated Gradient Updates

- 采用分段截断梯度更新机制,增强优化稳定性。
- 在随机和COLMAP初始化下均显著提升重建效果。
- 适用于静态与动态场景,适合新数据集开发人员参考。
3D高斯点云已成为新视角合成的主流场景表示方法,但如何从视觉输入中稳健学习3D高斯原型仍具挑战。标准优化依赖梯度更新,但常出现梯度消失现象:距离高斯原型较远的像素梯度幅度衰减,难以影响原型属性,导致重建效果不佳。本文提出一种分段截断梯度公式,改善优化稳定性与对初始化的鲁棒性。实验表明,该方法在随机初始化和COLMAP初始化下均能持续提升3D高斯点云性能,且可泛化至静态与动态高斯点云。作为附带成果,我们还分析了现有动态场景基准的局限性,并构建了一个基于合成3D场景的新动态高斯点云基准数据集。在公开基准及自建数据集上,本方法在静态与动态设置中均表现有效。
原文摘要 · Abstract (English)
3D Gaussian Splatting has become a de facto scene representation for novel view synthesis, yet robustly learning 3D Gaussian primitives from visual input remains challenging. Standard optimization relies on gradient-based updates, but a common issue is the gradient vanishing phenomenon: a pixel far from a Gaussian primitive often has diminishing gradient magnitudes to influence primitive attributes, resulting in suboptimal scene reconstruction. In this paper, we propose a method to address gradient vanishing with a piecewise truncated gradient formulation that improves the optimization stability and robustness to initializations. We show that our method consistently improves 3D Gaussian Splatting with random and COLMAP initializations while being generalizable across static and dynamic Gaussian Splatting. As a by-product, we also examine the limitations of current benchmarks for dynamic scenes, and introduce a novel dataset for benchmarking dynamic Gaussian Splatting using synthetic 3D scenes. We demonstrate the effectiveness of our method in both static and dynamic settings for the public benchmarks and our proposed dataset.
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