VRSplat: Fast and Robust Gaussian Splatting for Virtual Reality

📄 arXiv: 2505.10144v1 📥 PDF

作者: Xuechang Tu, Lukas Radl, Michael Steiner, Markus Steinberger, Bernhard Kerbl, Fernando de la Torre

分类: cs.GR, cs.CV

发布日期: 2025-05-15

备注: I3D'25 (PACMCGIT); Project Page: https://cekavis.site/VRSplat/

期刊: Proc. ACM Comput. Graph. Interact. Tech., volume 8(1), May 2025


💡 一句话要点

提出VRSplat以解决虚拟现实中的高效高质量渲染问题

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

关键词: 虚拟现实 高斯点云 实时渲染 用户体验 GPU优化 图形学 新视角合成

📋 核心要点

  1. 现有3D高斯点云渲染方法在虚拟现实中存在时间伪影、投影失真和帧率下降等问题,影响用户体验。
  2. VRSplat通过结合Mini-Splatting、StopThePop和Optimal Projection等技术,提出了一种高效的聚焦光栅化方法,优化了高斯参数。
  3. 用户研究显示,VRSplat在VR应用中表现优越,帧率超过72 FPS,显著减少了伪影和立体干扰,用户偏好明显。

📝 摘要(中文)

3D高斯点云渲染(3DGS)已成为新视角合成的领先技术,尤其在移动设备上表现出色。然而,在虚拟现实(VR)中,3DGS面临诸多挑战,包括头部运动时的时间伪影、投影失真以及在渲染大量高斯时帧率下降。为此,本文提出VRSplat,结合并扩展了多项3DGS的最新进展,提出了一种高效的聚焦光栅化方法,优化了高斯参数,并通过用户研究验证了其在VR应用中的优越性,达到72+ FPS,消除了伪影和立体干扰。

🔬 方法详解

问题定义:本文旨在解决3D高斯点云渲染在虚拟现实中面临的时间伪影、投影失真和帧率下降等问题。这些问题在大视场、快速头部运动和高分辨率显示器的环境下尤为严重。

核心思路:VRSplat通过整合和扩展Mini-Splatting、StopThePop和Optimal Projection等技术,提出了一种新的聚焦光栅化方法,旨在提高渲染效率和质量。该方法通过优化高斯参数,减少了伪影和失真现象。

技术框架:VRSplat的整体架构包括多个模块:首先是高效的聚焦光栅化模块,处理视野中心和周边区域;其次是高斯参数优化模块,基于StopThePop的深度评估和Optimal Projection进行微调;最后是用户体验评估模块,通过用户研究验证效果。

关键创新:VRSplat的主要创新在于其高效的聚焦光栅化方法,能够在单次GPU调用中处理焦点和周边区域,避免冗余计算,提高GPU利用率。这一设计显著提升了渲染性能。

关键设计:在参数设置上,VRSplat采用了基于用户研究反馈的优化策略,确保高斯参数在不同场景下的适应性。此外,损失函数和网络结构的设计也经过精心调整,以支持高效的实时渲染。

📊 实验亮点

实验结果表明,VRSplat在用户体验上显著优于其他Mini-Splatting配置,帧率超过72 FPS,同时有效消除了伪影和立体干扰,提升了用户的沉浸感和满意度。

🎯 应用场景

VRSplat的研究成果在虚拟现实、增强现实和游戏开发等领域具有广泛的应用潜力。通过提高渲染效率和质量,该技术能够为用户提供更流畅、更真实的沉浸式体验,推动VR技术的进一步发展和普及。

📄 摘要(原文)

3D Gaussian Splatting (3DGS) has rapidly become a leading technique for novel-view synthesis, providing exceptional performance through efficient software-based GPU rasterization. Its versatility enables real-time applications, including on mobile and lower-powered devices. However, 3DGS faces key challenges in virtual reality (VR): (1) temporal artifacts, such as popping during head movements, (2) projection-based distortions that result in disturbing and view-inconsistent floaters, and (3) reduced framerates when rendering large numbers of Gaussians, falling below the critical threshold for VR. Compared to desktop environments, these issues are drastically amplified by large field-of-view, constant head movements, and high resolution of head-mounted displays (HMDs). In this work, we introduce VRSplat: we combine and extend several recent advancements in 3DGS to address challenges of VR holistically. We show how the ideas of Mini-Splatting, StopThePop, and Optimal Projection can complement each other, by modifying the individual techniques and core 3DGS rasterizer. Additionally, we propose an efficient foveated rasterizer that handles focus and peripheral areas in a single GPU launch, avoiding redundant computations and improving GPU utilization. Our method also incorporates a fine-tuning step that optimizes Gaussian parameters based on StopThePop depth evaluations and Optimal Projection. We validate our method through a controlled user study with 25 participants, showing a strong preference for VRSplat over other configurations of Mini-Splatting. VRSplat is the first, systematically evaluated 3DGS approach capable of supporting modern VR applications, achieving 72+ FPS while eliminating popping and stereo-disrupting floaters.