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arXiv 2412.20522cs.CV
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MaskGaussian:基于概率掩码的自适应3D高斯表示

MaskGaussian: Adaptive 3D Gaussian Representation from Probabilistic Masks

Shanghai AI Laboratory(上海人工智能实验室);Beihang University(北京航空航天大学);The University of Tokyo(东京大学)

Yifei Liu, Zhihang Zhong, Yifan Zhan, Sheng Xu, Xiao Sun

AI总结:

针对3DGS高内存消耗问题,提出将高斯体建模为概率实体的MaskGaussian方法,通过掩码光栅化技术动态调整高斯体存在概率,实现用更少高斯体获得更优渲染质量的效果。

摘要:

尽管3D Gaussian Splatting(3DGS,三维高斯泼溅)在新视角合成和实时渲染中已展现出卓越性能,但因使用数百万个高斯体导致的高内存消耗限制了其实用性。为缓解该问题,现有研究通过手工设计的准则或学习得到的掩码来剪枝不必要的高斯体,以此做出改进。但这些方法基于剪枝时刻的快照确定性地移除高斯体,从长期视角来看会导致重建性能次优。为解决这一问题,我们提出MaskGaussian,该方法将高斯体建模为概率实体而非永久移除它们,并根据其存在概率来使用这些高斯体。为实现这一点,我们提出一种掩码光栅化技术,能让未被使用但概率上存在的高斯体获得梯度,从而可以动态评估它们对不断演化的场景的贡献,并调整其存在概率。由此,高斯体的重要性会迭代变化,被剪枝的高斯体也呈现多样化选择。大量实验证明,与以往的剪枝方法相比,所提方法能用更少的高斯体实现更优的渲染质量,平均剪枝超过60%的高斯体时,PSNR仅下降0.02。我们的代码可在以下链接获取:https://github.com/kaikai23/MaskGaussian

英文摘要:

While 3D Gaussian Splatting (3DGS) has demonstrated remarkable performance in novel view synthesis and real-time rendering, the high memory consumption due to the use of millions of Gaussians limits its practicality. To mitigate this issue, improvements have been made by pruning unnecessary Gaussians, either through a hand-crafted criterion or by using learned masks. However, these methods deterministically remove Gaussians based on a snapshot of the pruning moment, leading to sub-optimized reconstruction performance from a long-term perspective. To address this issue, we introduce MaskGaussian, which models Gaussians as probabilistic entities rather than permanently removing them, and utilize them according to their probability of existence. To achieve this, we propose a masked-rasterization technique that enables unused yet probabilistically existing Gaussians to receive gradients, allowing for dynamic assessment of their contribution to the evolving scene and adjustment of their probability of existence. Hence, the importance of Gaussians iteratively changes and the pruned Gaussians are selected diversely. Extensive experiments demonstrate the superiority of the proposed method in achieving better rendering quality with fewer Gaussians than previous pruning methods, pruning over 60% of Gaussians on average with only a 0.02 PSNR decline. Our code can be found at: https://github.com/kaikai23/MaskGaussian

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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