EA-3DGS: Efficient and Adaptive 3D Gaussians with Highly Enhanced Quality for outdoor scenes
- URL: http://arxiv.org/abs/2505.10787v1
- Date: Fri, 16 May 2025 02:00:13 GMT
- Title: EA-3DGS: Efficient and Adaptive 3D Gaussians with Highly Enhanced Quality for outdoor scenes
- Authors: Jianlin Guo, Haihong Xiao, Wenxiong Kang,
- Abstract summary: 3D Gaussian Splatting (3DGS) has demonstrated excellent performance with its high-quality rendering and real-time speed.<n>We propose EA-3DGS, a high-quality real-time rendering method designed for outdoor scenes.
- Score: 11.58555191379573
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: Efficient scene representations are essential for many real-world applications, especially those involving spatial measurement. Although current NeRF-based methods have achieved impressive results in reconstructing building-scale scenes, they still suffer from slow training and inference speeds due to time-consuming stochastic sampling. Recently, 3D Gaussian Splatting (3DGS) has demonstrated excellent performance with its high-quality rendering and real-time speed, especially for objects and small-scale scenes. However, in outdoor scenes, its point-based explicit representation lacks an effective adjustment mechanism, and the millions of Gaussian points required often lead to memory constraints during training. To address these challenges, we propose EA-3DGS, a high-quality real-time rendering method designed for outdoor scenes. First, we introduce a mesh structure to regulate the initialization of Gaussian components by leveraging an adaptive tetrahedral mesh that partitions the grid and initializes Gaussian components on each face, effectively capturing geometric structures in low-texture regions. Second, we propose an efficient Gaussian pruning strategy that evaluates each 3D Gaussian's contribution to the view and prunes accordingly. To retain geometry-critical Gaussian points, we also present a structure-aware densification strategy that densifies Gaussian points in low-curvature regions. Additionally, we employ vector quantization for parameter quantization of Gaussian components, significantly reducing disk space requirements with only a minimal impact on rendering quality. Extensive experiments on 13 scenes, including eight from four public datasets (MatrixCity-Aerial, Mill-19, Tanks \& Temples, WHU) and five self-collected scenes acquired through UAV photogrammetry measurement from SCUT-CA and plateau regions, further demonstrate the superiority of our method.
Related papers
- Hybrid Mesh-Gaussian Representation for Efficient Indoor Scene Reconstruction [15.990758415989939]
We introduce a hybrid representation for indoor scenes that combines 3DGS with textured meshes.<n>Our approach uses textured meshes to handle texture-rich flat areas, while retaining Gaussians to model intricate geometries.<n>Extensive experiments demonstrate that the hybrid representation maintains comparable rendering quality and achieves superior frames per second FPS with fewer Gaussian primitives.
arXiv Detail & Related papers (2025-06-08T04:08:51Z) - ProtoGS: Efficient and High-Quality Rendering with 3D Gaussian Prototypes [81.48624894781257]
3D Gaussian Splatting (3DGS) has made significant strides in novel view synthesis but is limited by the substantial number of Gaussian primitives required.<n>Recent methods address this issue by compressing the storage size of densified Gaussians, yet fail to preserve rendering quality and efficiency.<n>We propose ProtoGS to learn Gaussian prototypes to represent Gaussian primitives, significantly reducing the total Gaussian amount without sacrificing visual quality.
arXiv Detail & Related papers (2025-03-21T18:55:14Z) - GVKF: Gaussian Voxel Kernel Functions for Highly Efficient Surface Reconstruction in Open Scenes [4.289151408389622]
We present a novel method for efficient and effective 3D surface reconstruction in open scenes.<n>We propose a continuous scene representation based on discrete 3DGS through kernel regression.<n>Experiments on challenging scene datasets demonstrate the efficiency and effectiveness of our proposed GVKF.
arXiv Detail & Related papers (2024-11-04T07:07:31Z) - GaussianRoom: Improving 3D Gaussian Splatting with SDF Guidance and Monocular Cues for Indoor Scene Reconstruction [5.112375652774415]
We propose a unified optimization framework that integrates neural signed distance fields (SDFs) with 3DGS for accurate geometry reconstruction and real-time rendering.<n>Our method achieves state-of-the-art performance in both surface reconstruction and novel view synthesis.
arXiv Detail & Related papers (2024-05-30T03:46:59Z) - EfficientGS: Streamlining Gaussian Splatting for Large-Scale High-Resolution Scene Representation [29.334665494061113]
'EfficientGS' is an advanced approach that optimize 3DGS for high-resolution, large-scale scenes.
We analyze the densification process in 3DGS and identify areas of Gaussian over-proliferation.
We propose a selective strategy, limiting Gaussian increase to key redundant primitives, thereby enhancing the representational efficiency.
arXiv Detail & Related papers (2024-04-19T10:32:30Z) - Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenes [50.92217884840301]
Gaussian Opacity Fields (GOF) is a novel approach for efficient, high-quality, and adaptive surface reconstruction in scenes.
GOF is derived from ray-tracing-based volume rendering of 3D Gaussians.
GOF surpasses existing 3DGS-based methods in surface reconstruction and novel view synthesis.
arXiv Detail & Related papers (2024-04-16T17:57:19Z) - VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction [59.40711222096875]
We present VastGaussian, the first method for high-quality reconstruction and real-time rendering on large scenes based on 3D Gaussian Splatting.
Our approach outperforms existing NeRF-based methods and achieves state-of-the-art results on multiple large scene datasets.
arXiv Detail & Related papers (2024-02-27T11:40:50Z) - Spec-Gaussian: Anisotropic View-Dependent Appearance for 3D Gaussian Splatting [55.71424195454963]
Spec-Gaussian is an approach that utilizes an anisotropic spherical Gaussian appearance field instead of spherical harmonics.
Our experimental results demonstrate that our method surpasses existing approaches in terms of rendering quality.
This improvement extends the applicability of 3D GS to handle intricate scenarios with specular and anisotropic surfaces.
arXiv Detail & Related papers (2024-02-24T17:22:15Z) - GaussianPro: 3D Gaussian Splatting with Progressive Propagation [49.918797726059545]
3DGS relies heavily on the point cloud produced by Structure-from-Motion (SfM) techniques.
We propose a novel method that applies a progressive propagation strategy to guide the densification of the 3D Gaussians.
Our method significantly surpasses 3DGS on the dataset, exhibiting an improvement of 1.15dB in terms of PSNR.
arXiv Detail & Related papers (2024-02-22T16:00:20Z) - Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering [71.44349029439944]
Recent 3D Gaussian Splatting method has achieved the state-of-the-art rendering quality and speed.
We introduce Scaffold-GS, which uses anchor points to distribute local 3D Gaussians.
We show that our method effectively reduces redundant Gaussians while delivering high-quality rendering.
arXiv Detail & Related papers (2023-11-30T17:58:57Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.