AI 中文总结
研究 3D 高斯点云数据压缩,提出用专为 GPU 并行解码设计的纹理压缩方案压缩 SH 颜色系数,引入比特率控制策略,实验表明该方法能有效压缩数据且不影响渲染视觉质量。
AI 中文摘要
从图像集建模 3D 场景的技术,如 3D 高斯点云(3DGS),能够通过利用具有视图相关外观的图形基元生成高质量的新视图。在 3DGS 中,采用球谐函数(SH)对视图相关颜色进行建模,导致每个基元有大量 SH 系数和大内存需求。虽已提出压缩方法,但未利用现代图形处理单元(GPU)的并行解码和渲染能力。本文提出一种使用专门为高效并行 GPU 解码设计并由专用硬件加速支持的纹理压缩方案来压缩 SH 颜色系数的方法。结果表明,这些方法通过利用基元可根据颜色进行局部分组和重新排序的事实,比 2D 纹理更有效地压缩颜色系数。此外,引入了一种保持随机访问的比特率控制策略,实现大规模并行化而不影响渲染性能。使用 BC1 和 BC7 纹理压缩格式的实验结果表明,基于 GPU 的解压缩在渲染的 3DGS 场景视觉质量上的降级可忽略不计或难以察觉。
英文摘要
Techniques for modeling 3D scenes from image collections, such as 3D Gaussian Splatting (3DGS), are capable of generating high-quality novel views by leveraging graphics primitives with view-dependent appearance. In 3DGS, spherical harmonic (SH) are employed to model view-dependent color, resulting in a large number of SH coefficients per primitive and large memory requirements. While compression approaches have been proposed to mitigate this problem, they do not exploit the capabilities of modern Graphics Processing Units (GPUs) for parallel decoding and rendering. In this paper, we propose a method for compressing SH color coefficients using texture compression schemes specifically designed for efficient parallel GPU decoding and supported by dedicated hardware acceleration. It is shown that those methods can compress color coefficients more effectively than 2D textures by exploiting the fact that primitives can be locally grouped and reordered according to color. Furthermore, we introduce a bit-rate control strategy that preserves random access, enabling large-scale parallelization without compromising rendering performance. Experimental results using BC1 and BC7 texture compression formats show that GPU-based decompression can be achieved with negligible or imperceptible degradation in the visual quality of rendered 3DGS scenes.