ADATEX4D:4D高斯泼溅的自适应纹理容量分配
ADATEX4D: adaptive texture capacity allocation for 4D gaussian splatting
- Tsinghua Shenzhen International Graduate School, Tsinghua University(清华大学深圳国际研究生院,清华大学)
机构由 AI 辅助整理,请以论文原文为准。
AI总结:
针对4D高斯泼溅中均匀纹理分配浪费存储的问题,提出AdaTex4D自适应纹理容量模块,按可见性梯度和局部尺度动态分配各向异性纹理,在N3DV和PanopticSports上减半纹理存储并保持质量。
AI中文摘要:
纹理化高斯模型提升了局部外观表现力,但为每个基元分配相同的纹理分辨率会在低细节或弱可见区域浪费存储。我们提出AdaTex4D,一种用于基于形变的4D高斯泼溅的自适应纹理容量模块。每个高斯携带打包的RGBA三平面,其两个轴根据可见性归一化的屏幕空间梯度和形变后的局部尺度独立增长。在N3DV和PanopticSports上的实验表明,AdaTex4D在保持重建质量的同时将纹理存储减少了一半以上。在固定内存预算下,自适应分配相比均匀纹理分配提升了质量,并降低了整体模型和峰值内存。这些结果表明,动态各向异性纹理分配为4D高斯表示中局部外观容量的分配提供了一种更高效的方式。
英文摘要:
Textured Gaussians improve local appearance capacity, but assigning the same texture resolution to every primitive wastes storage on low-detail or weakly visible regions. We introduce AdaTex4D, an adaptive texture-capacity module for deformation-based 4D Gaussian Splatting. Each Gaussian carries packed RGBA triplanes whose two axes grow independently according to visibility normalized screen-space gradients and deformed local scales. Experiments on N3DV and PanopticSports show that AdaTex4D reduces texture storage by more than half while preserving reconstruction quality. Under fixed memory budgets, adaptive allocation also improves quality over uniform texture assignment and reduces overall model and peak memory. These results show that dynamic, anisotropic texture allocation provides a more efficient way to distribute local appearance capacity in 4D Gaussian representations.