AdR-Gaussian: Accelerating Gaussian Splatting with Adaptive Radius
- URL: http://arxiv.org/abs/2409.08669v1
- Date: Fri, 13 Sep 2024 09:32:38 GMT
- Title: AdR-Gaussian: Accelerating Gaussian Splatting with Adaptive Radius
- Authors: Xinzhe Wang, Ran Yi, Lizhuang Ma,
- Abstract summary: 3D Gaussian Splatting (3DGS) is a recent explicit 3D representation that has achieved high-quality reconstruction and real-time rendering of complex scenes.
We propose AdR-Gaussian, which moves part of serial culling in Render stage into the earlier Preprocess stage to enable parallel culling.
Our contributions are threefold, achieving a rendering speed of 310% while maintaining equivalent or even better quality than the state-of-the-art.
- Score: 38.774337140911044
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: 3D Gaussian Splatting (3DGS) is a recent explicit 3D representation that has achieved high-quality reconstruction and real-time rendering of complex scenes. However, the rasterization pipeline still suffers from unnecessary overhead resulting from avoidable serial Gaussian culling, and uneven load due to the distinct number of Gaussian to be rendered across pixels, which hinders wider promotion and application of 3DGS. In order to accelerate Gaussian splatting, we propose AdR-Gaussian, which moves part of serial culling in Render stage into the earlier Preprocess stage to enable parallel culling, employing adaptive radius to narrow the rendering pixel range for each Gaussian, and introduces a load balancing method to minimize thread waiting time during the pixel-parallel rendering. Our contributions are threefold, achieving a rendering speed of 310% while maintaining equivalent or even better quality than the state-of-the-art. Firstly, we propose to early cull Gaussian-Tile pairs of low splatting opacity based on an adaptive radius in the Gaussian-parallel Preprocess stage, which reduces the number of affected tile through the Gaussian bounding circle, thus reducing unnecessary overhead and achieving faster rendering speed. Secondly, we further propose early culling based on axis-aligned bounding box for Gaussian splatting, which achieves a more significant reduction in ineffective expenses by accurately calculating the Gaussian size in the 2D directions. Thirdly, we propose a balancing algorithm for pixel thread load, which compresses the information of heavy-load pixels to reduce thread waiting time, and enhance information of light-load pixels to hedge against rendering quality loss. Experiments on three datasets demonstrate that our algorithm can significantly improve the Gaussian Splatting rendering speed.
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