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ResGS: Residual Densification of 3D Gaussian for Efficient Detail Recovery (2412.07494v2)

Published 10 Dec 2024 in cs.CV

Abstract: Recently, 3D Gaussian Splatting (3D-GS) has prevailed in novel view synthesis, achieving high fidelity and efficiency. However, it often struggles to capture rich details and complete geometry. Our analysis reveals that the 3D-GS densification operation lacks adaptiveness and faces a dilemma between geometry coverage and detail recovery. To address this, we introduce a novel densification operation, residual split, which adds a downscaled Gaussian as a residual. Our approach is capable of adaptively retrieving details and complementing missing geometry. To further support this method, we propose a pipeline named ResGS. Specifically, we integrate a Gaussian image pyramid for progressive supervision and implement a selection scheme that prioritizes the densification of coarse Gaussians over time. Extensive experiments demonstrate that our method achieves SOTA rendering quality. Consistent performance improvements can be achieved by applying our residual split on various 3D-GS variants, underscoring its versatility and potential for broader application in 3D-GS-based applications.

Summary

  • The paper introduces the residual split method to dynamically densify 3D Gaussian representations for improved detail recovery.
  • It employs a coarse-to-fine training pipeline that progressively refines scene structure and captures fine details effectively.
  • Experimental results show enhanced PSNR and LPIPS metrics with fewer Gaussians, highlighting efficiency and versatility in novel view synthesis.

Analysis of the ResGS Approach for Improving 3D Gaussian Splatting

The paper "ResGS: Residual Densification of 3D Gaussian for Efficient Detail Recovery" by Lyu et al. addresses a notable limitation of the 3D Gaussian Splatting (3D-GS) methodology in novel view synthesis. The authors propose a new pipeline, termed ResGS, which integrates a novel densification method called residual split, aimed at increasing the rendering quality and efficiency of 3D-GS.

Background on 3D Gaussian Splatting

3D-GS is recognized for achieving high-fidelity and fast rendering speeds by using an anisotropic set of Gaussian ellipsoids to represent a scene. These Gaussians involve attributes for geometry—like mean, scale, and rotation—and appearance—such as opacity and color. Despite these strengths, 3D-GS struggles with accurately capturing fine details and complete geometry. This shortcoming is linked to the densification methods in 3D-GS which navigate a trade-off between geometric coverage and detail recovery.

Innovations Introduced by ResGS

Three central innovations underpin the ResGS pipeline:

  1. Residual Split Method: At the core of ResGS is a robust densification method, the residual split, which adaptively generates a down-scaled Gaussian as a residual to complement Gaussians undergoing densification. This approach dynamically adjusts to the scene's requirements, balancing the need to capture fine details and sufficient geometry coverage without the constraint of a constant scale threshold.
  2. Coarse-to-Fine Training Pipeline: The authors introduced a stage-based supervision pipeline, employing a Gaussian image pyramid for progressive training. This approach enhances the ability of the model to focus initially on capturing the broader structure of the scene and then gradually refine finer details in subsequent training stages. By structuring the training process into multiple stages and sub-stages, ResGS allows for improved detail recovery over traditional methods.
  3. Adaptive Gaussian Selection: ResGS incorporates a progressive Gaussian selection scheme that encourages densification of coarser Gaussians, ensuring that the model captures and retains finer details over time. This is facilitated by varying the gradient thresholds dynamically during the training process.

Experimental Evaluation and Comparisons

Extensive experiments demonstrate ResGS's superiority in achieving state-of-the-art rendering quality across three datasets: Mip-NeRF360, Tanks&Temples, and DeepBlending. Notably, ResGS delivers better PSNR and LPIPS metrics while using fewer Gaussians, underscoring its efficiency. The experiments showcased that the method exhibited substantial improvements in rendering quality while reducing redundancy and performing consistently better than existing 3D-GS variants even with comparable memory consumption.

The paper's findings also highlight that the proposed residual split method significantly enhances the performance of 3D-GS when integrated with it and other variants. For instance, it was noted that when ResGS was tested on 3D-GS, the PSNR metrics were consistently improved, and memory usage was optimized. This improvement demonstrates the broad applicability and flexibility of this approach to different 3D-GS frameworks.

Implications and Future Directions

The implications of this work are two-fold. Practically, the ResGS pipeline can be adopted in applications that rely on high-quality rendering, such as virtual reality, film production, and real-time simulation environments. Theoretically, the introduction of residual split emphasizes the potential of adaptive densification methods in overcoming scaling limitations inherent in traditional fixed-threshold approaches.

Considering future directions, further developments could involve exploring the integration of ResGS with other volume rendering techniques or further optimizing its computational efficiency for even more resource-constrained environments. Additionally, addressing issues related to overfitting and occlusion can potentially enhance its applicability in more complex, dynamic scenes.

In conclusion, the ResGS pipeline offers a comprehensive framework that not only enhances the details captured by 3D-GS but also improves the overall efficiency of the rendering process. It stands as a significant contribution with the promise of influencing future research in view synthesis and computational rendering.