Plug-and-Play Optimization for 3D Gaussian Splatting Compression: Distribution Regularization, Probabilistic Pruning and Detail Compensation
Tian Bai, Zheng Qiu, Haojie Chen, Ziyang Dai
摘要
Recent advancements in 3D Gaussian Splatting (3DGS) have demonstrated remarkable rendering quality, However, their substantial computational demands hinder practical deployment on resource-constrained devices. We propose a novel plug-and-play structured compression framework that significantly reduces computational overhead while maintaining rendering fidelity. We first discover that the statistical distribution of anchor vectors is decoupled from rendering quality. Based on this finding, we propose a distribution regularization method that enforces alignment to standard Gaussian distribution through KL divergence while optimizing Gaussian radius, significantly improving entropy coding efficiency. Second, we innovatively introduce an opacity-based probabilistic pruning mechanism that transforms pruning into an opacity optimization problem, achieving intelligent scene sparsification while allowing flexible adjustment according to hardware resources. Finally, we design a lightweight high-frequency compensation network that regards the high-frequency loss caused by over-compression as a residual and effectively recovers the high-frequency details lost during the compression process through residual learning. All modules are plug-and-play and can be seamlessly integrated into mainstream structured 3DGS frameworks. Extensive experiments on Synthetic-NeRF, Tanks&Temples, Mip-NeRF360 and DeepBlending datasets demonstrate that our method significantly reduces size by over 80x compared to vanilla 3DGS while simultaneously improving fidelity. Furthermore, it achieves a better size reduction and a 20% improvement in entropy encoding efficiency when compared to HAC, while meeting the requirements for real-time rendering.
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- 3D Gaussian Splatting for Real-Time Radiance Field RenderingBernhard Kerbl, Georgios Kopanas, Thomas Leimkühler, George DrettakisSIGGRAPH 2023 · 被引用 5,687 次
- Instant neural graphics primitives with a multiresolution hash encodingThomas Müller, Alex Evans, Christoph Schied, Alexander KellerSIGGRAPH 2022 · 被引用 4,089 次
- Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance FieldsJonathan T. Barron, Ben Mildenhall, Dor Verbin, Pratul P. Srinivasan 等CVPR 2022 · 被引用 1,603 次
- FastNeRF: High-Fidelity Neural Rendering at 200FPSStephan J. Garbin, Marek Kowalski, Matthew Johnson, Jamie Shotton 等ICCV 2021 · 被引用 778 次
- LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPSZhiwen Fan, Kevin Wang, Kairun Wen, Zehao Zhu 等NeurIPS 2024 · 被引用 681 次
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