Identifying Unnecessary 3D Gaussians using Clustering for Fast Rendering of 3D Gaussian Splatting

📄 arXiv: 2402.13827v2 📥 PDF

作者: Joongho Jo, Hyeongwon Kim, Jongsun Park

分类: cs.CV, cs.AR

发布日期: 2024-02-21 (更新: 2024-09-25)

备注: Our claim that Step 1 of 3D Gaussian splatting accounts for ~50% of rendering (Fig. 2) was incorrect. Rerunning simulations showed it's only ~20%. Consequently, our method's performance decreased by ~40% from initial reports. We're exploring new directions but have no concrete plans yet. To avoid reader confusion, we're withdrawing the paper and will resubmit once revised


💡 一句话要点

提出基于聚类的技术以快速识别不必要的3D高斯以优化渲染

🎯 匹配领域: 支柱三:空间感知与语义 (Perception & Semantics)

关键词: 3D高斯渲染 聚类技术 实时渲染 计算机图形学 虚拟现实 加速器设计

📋 核心要点

  1. 现有的3D高斯渲染方法在处理当前视角时,存在大量不必要的3D高斯,导致计算效率低下。
  2. 本文提出了一种基于聚类的技术,通过离线聚类和运行时投影快速识别不必要的3D高斯,优化渲染效率。
  3. 在Mip-NeRF360数据集上,所提技术平均排除了63%的3D高斯,整体渲染计算减少了38.3%,且未牺牲图像质量。

📝 摘要(中文)

3D高斯点云渲染(3D-GS)是一种新兴的渲染方法,在速度和图像质量上超越了神经辐射场(NeRF)。该方法通过利用数百万个3D高斯来表示3D场景,并将这些高斯投影到2D图像平面进行渲染。然而,在渲染过程中,当前视角下存在大量不必要的3D高斯,导致计算成本显著增加。本文提出了一种计算减少技术,能够实时快速识别不必要的3D高斯,从而在不影响图像质量的前提下优化渲染过程。通过对距离较近的3D高斯进行离线聚类,并在运行时将这些聚类投影到2D图像平面,实验结果显示该技术在Mip-NeRF360数据集上平均排除了63%的3D高斯,整体渲染计算减少了近38.3%。

🔬 方法详解

问题定义:本文旨在解决在3D高斯渲染过程中,当前视角下存在大量不必要的3D高斯,导致计算成本高的问题。现有方法在识别这些高斯时效率低下,影响了渲染速度和质量。

核心思路:论文的核心思路是通过对3D高斯进行离线聚类,识别出在当前视角下不必要的高斯,从而在渲染时减少计算量。通过将聚类后的高斯投影到2D图像平面,能够有效提升渲染效率。

技术框架:整体架构包括两个主要阶段:离线聚类和在线渲染。在离线阶段,算法对3D高斯进行聚类,生成聚类中心;在在线阶段,根据当前视角快速识别并投影这些聚类。

关键创新:最重要的技术创新在于通过聚类技术有效减少了不必要的3D高斯,显著降低了计算复杂度,与传统方法相比,能够在不影响图像质量的情况下提升渲染速度。

关键设计:在聚类过程中,采用了距离度量来确定高斯之间的相似性,聚类结果的选择直接影响到渲染效果和效率。此外,设计了高效的硬件架构以支持该方案的实时执行。

📊 实验亮点

实验结果显示,所提技术在Mip-NeRF360数据集上平均排除了63%的3D高斯,整体渲染计算减少了近38.3%。此外,所提加速器在性能上相比于传统GPU实现了10.7倍的加速,展现了显著的效率提升。

🎯 应用场景

该研究的潜在应用领域包括虚拟现实、游戏开发和计算机图形学等领域,能够显著提升3D场景渲染的效率和质量。未来,该技术可能推动更复杂场景的实时渲染,提升用户体验。

📄 摘要(原文)

3D Gaussian splatting (3D-GS) is a new rendering approach that outperforms the neural radiance field (NeRF) in terms of both speed and image quality. 3D-GS represents 3D scenes by utilizing millions of 3D Gaussians and projects these Gaussians onto the 2D image plane for rendering. However, during the rendering process, a substantial number of unnecessary 3D Gaussians exist for the current view direction, resulting in significant computation costs associated with their identification. In this paper, we propose a computational reduction technique that quickly identifies unnecessary 3D Gaussians in real-time for rendering the current view without compromising image quality. This is accomplished through the offline clustering of 3D Gaussians that are close in distance, followed by the projection of these clusters onto a 2D image plane during runtime. Additionally, we analyze the bottleneck associated with the proposed technique when executed on GPUs and propose an efficient hardware architecture that seamlessly supports the proposed scheme. For the Mip-NeRF360 dataset, the proposed technique excludes 63% of 3D Gaussians on average before the 2D image projection, which reduces the overall rendering computation by almost 38.3% without sacrificing peak-signal-to-noise-ratio (PSNR). The proposed accelerator also achieves a speedup of 10.7x compared to a GPU.