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arXiv 2410.08129cs.GRcs.CV

利用混合透明度的高效透视校正3D高斯泼溅

Efficient Perspective-Correct 3D Gaussian Splatting Using Hybrid Transparency

TU Braunschweig(布伦瑞克工业大学);FAU Erlangen-Nürnberg(埃尔朗根-纽伦堡大学);University College London(伦敦大学学院);University of New Mexico(新墨西哥大学)

Florian Hahlbohm, Fabian Friederichs, Tim Weyrich, Linus Franke, Moritz Kappel, Susana Castillo, Marc Stamminger, Martin Eisemann, Marcus Magnor

AI总结:

本文提出一种高效透视校正3D高斯泼溅方法,通过无需矩阵求逆的透视精确评估和逐像素混合透明度近似,在保持实时帧率的同时提升多视图连贯性,实现2倍帧率与优化速度提升并减少伪影。

摘要:

3D高斯泼溅(3DGS)已被证明是一种多功能的渲染基元,既可用于逆向渲染,也可用于场景的实时探索。在这些应用中,跨相机帧和多个视图的连贯性至关重要,无论是为了实现场景重建的稳健收敛,还是为了实现无伪影的漫游浏览。近期工作开始缓解破坏多视图连贯性的伪影,包括由于不一致的透明度排序导致的跳变伪影,以及(2D)泼溅的透视校正轮廓。与此同时,实时性要求迫使此类实现在如何处理大规模3D高斯集合的透明度方面接受妥协,从而以其他方式破坏了连贯性。在我们的工作中,我们旨在实现最大程度的连贯性,通过渲染完全透视校正的3D高斯,同时在逐像素级别上使用精确混合的高质量近似——混合透明度,以保持实时帧率。我们用于评估3D高斯的快速且透视精确的方法不需要矩阵求逆,从而确保数值稳定性,并消除了对退化泼溅进行特殊处理的需要,而用于混合的混合透明度公式在渲染成本的一小部分下保持了与完全解析的逐像素透明度相似的质量。我们进一步表明,这两个组件中的每一个都可以独立集成到高斯泼溅系统中。组合使用时,与常见基准上的传统3DGS相比,它们可实现高达2倍的帧率、2倍的优化速度,以及同等或更好的图像质量,同时渲染伪影更少。

英文摘要:

3D Gaussian Splats (3DGS) have proven a versatile rendering primitive, both for inverse rendering as well as real-time exploration of scenes. In these applications, coherence across camera frames and multiple views is crucial, be it for robust convergence of a scene reconstruction or for artifact-free fly-throughs. Recent work started mitigating artifacts that break multi-view coherence, including popping artifacts due to inconsistent transparency sorting and perspective-correct outlines of (2D) splats. At the same time, real-time requirements forced such implementations to accept compromises in how transparency of large assemblies of 3D Gaussians is resolved, in turn breaking coherence in other ways. In our work, we aim at achieving maximum coherence, by rendering fully perspective-correct 3D Gaussians while using a high-quality approximation of accurate blending, hybrid transparency, on a per-pixel level, in order to retain real-time frame rates. Our fast and perspectively accurate approach for evaluation of 3D Gaussians does not require matrix inversions, thereby ensuring numerical stability and eliminating the need for special handling of degenerate splats, and the hybrid transparency formulation for blending maintains similar quality as fully resolved per-pixel transparencies at a fraction of the rendering costs. We further show that each of these two components can be independently integrated into Gaussian splatting systems. In combination, they achieve up to 2$\times$ higher frame rates, 2$\times$ faster optimization, and equal or better image quality with fewer rendering artifacts compared to traditional 3DGS on common benchmarks.

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