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arXiv 2510.07830cs.CV

PrismGS:面向高保真大规模3D高斯泼溅的物理基础抗锯齿方法

PrismGS: Physically-Grounded Anti-Aliasing for High-Fidelity Large-Scale 3D Gaussian Splatting

School of Information Science and Electronic Engineering, Shanghai Jiao Tong University, Shanghai, China(上海交通大学信息科学与电子工程学院);Cooperative Mediant Innovation Center, Shanghai Jiao Tong University, Shanghai, China(上海交通大学协同创新中心);College of Information Science and Technology, Eastern Institute of Technology, Ningbo, China(宁波工程技术学院信息科学与技术学院)

Houqiang Zhong, Zhenglong Wu, Sihua Fu, Zihan Zheng, Xin Jin, Xiaoyun Zhang, Li Song, Qiang Hu

AI总结:

PrismGS提出物理基础正则化框架,通过金字塔多尺度监督和尺寸下界约束,解决大规模3DGS在高分辨率下的锯齿与闪烁问题,实现即插即用,在多个城市数据集上较CityGaussian提升约1.5 dB PSNR。

摘要:

3D高斯泼溅(3DGS)近期在紧凑场景中实现了实时照片级逼真渲染,但扩展到大型城市场景时引入了严重的锯齿伪影和优化不稳定性,尤其是在高分辨率(如4K)渲染下。这些伪影表现为闪烁纹理和锯齿边缘,源于高斯基元与城市几何多尺度特性之间的不匹配。虽然现有的“分而治之”流程解决了可扩展性问题,但未能解决这一保真度差距。本文提出PrismGS,一种物理基础的正则化框架,旨在改善3D高斯的内在渲染行为。PrismGS整合了两个协同正则化器。第一个是金字塔多尺度监督,通过对预滤波图像金字塔的渲染进行监督来强制一致性,迫使模型学习一种内在抗锯齿的表示,在不同观看尺度下保持一致,直接缓解闪烁纹理。第二个是显式尺寸正则化,对3D高斯的尺寸施加物理基础的下界,防止形成退化的、视图依赖的基元,从而产生更稳定和合理的几何表面,减少锯齿边缘。我们的方法是即插即用的,与现有流程兼容。在MatrixCity、Mill-19和UrbanScene3D上的大量实验表明,PrismGS达到了最先进的性能,相比CityGaussian获得了约1.5 dB的显著PSNR提升,同时在苛刻的4K渲染下保持了其卓越的质量和鲁棒性。

英文摘要:

3D Gaussian Splatting (3DGS) has recently enabled real-time photorealistic rendering in compact scenes, but scaling to large urban environments introduces severe aliasing artifacts and optimization instability, especially under high-resolution (e.g., 4K) rendering. These artifacts, manifesting as flickering textures and jagged edges, arise from the mismatch between Gaussian primitives and the multi-scale nature of urban geometry. While existing ``divide-and-conquer'' pipelines address scalability, they fail to resolve this fidelity gap. In this paper, we propose PrismGS, a physically-grounded regularization framework that improves the intrinsic rendering behavior of 3D Gaussians. PrismGS integrates two synergistic regularizers. The first is pyramidal multi-scale supervision, which enforces consistency by supervising the rendering against a pre-filtered image pyramid. This compels the model to learn an inherently anti-aliased representation that remains coherent across different viewing scales, directly mitigating flickering textures. This is complemented by an explicit size regularization that imposes a physically-grounded lower bound on the dimensions of the 3D Gaussians. This prevents the formation of degenerate, view-dependent primitives, leading to more stable and plausible geometric surfaces and reducing jagged edges. Our method is plug-and-play and compatible with existing pipelines. Extensive experiments on MatrixCity, Mill-19, and UrbanScene3D demonstrate that PrismGS achieves state-of-the-art performance, yielding significant PSNR gains around 1.5 dB against CityGaussian, while maintaining its superior quality and robustness under demanding 4K rendering.

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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