7.6CVJul 16
Compression of 3D Gaussian Splatting Data Using GPU-friendly Graphics Texture CodingAmir Said, Randall Rauwendaal
Techniques for modeling 3D scenes from image collections, such as 3D Gaussian Splatting (3DGS), are capable of generating high-quality novel views by leveraging graphics primitives with view-dependent appearance. In 3DGS, spherical harmonic (SH) are employed to model view-dependent color, resulting in a large number of SH coefficients per primitive and large memory requirements. While compression approaches have been proposed to mitigate this problem, they do not exploit the capabilities of modern Graphics Processing Units (GPUs) for parallel decoding and rendering. In this paper, we propose a method for compressing SH color coefficients using texture compression schemes specifically designed for efficient parallel GPU decoding and supported by dedicated hardware acceleration. It is shown that those methods can compress color coefficients more effectively than 2D textures by exploiting the fact that primitives can be locally grouped and reordered according to color. Furthermore, we introduce a bit-rate control strategy that preserves random access, enabling large-scale parallelization without compromising rendering performance. Experimental results using BC1 and BC7 texture compression formats show that GPU-based decompression can be achieved with negligible or imperceptible degradation in the visual quality of rendered 3DGS scenes.
18.2CVOct 24, 2024
Sort-free Gaussian Splatting via Weighted Sum RenderingQiqi Hou, Randall Rauwendaal, Zifeng Li et al.
Recently, 3D Gaussian Splatting (3DGS) has emerged as a significant advancement in 3D scene reconstruction, attracting considerable attention due to its ability to recover high-fidelity details while maintaining low complexity. Despite the promising results achieved by 3DGS, its rendering performance is constrained by its dependence on costly non-commutative alpha-blending operations. These operations mandate complex view dependent sorting operations that introduce computational overhead, especially on the resource-constrained platforms such as mobile phones. In this paper, we propose Weighted Sum Rendering, which approximates alpha blending with weighted sums, thereby removing the need for sorting. This simplifies implementation, delivers superior performance, and eliminates the "popping" artifacts caused by sorting. Experimental results show that optimizing a generalized Gaussian splatting formulation to the new differentiable rendering yields competitive image quality. The method was implemented and tested in a mobile device GPU, achieving on average $1.23\times$ faster rendering.
3.7CVMay 6, 2024
Neural Graphics Texture Compression Supporting Random AccessFarzad Farhadzadeh, Qiqi Hou, Hoang Le et al.
Advances in rendering have led to tremendous growth in texture assets, including resolution, complexity, and novel textures components, but this growth in data volume has not been matched by advances in its compression. Meanwhile Neural Image Compression (NIC) has advanced significantly and shown promising results, but the proposed methods cannot be directly adapted to neural texture compression. First, texture compression requires on-demand and real-time decoding with random access during parallel rendering (e.g. block texture decompression on GPUs). Additionally, NIC does not support multi-resolution reconstruction (mip-levels), nor does it have the ability to efficiently jointly compress different sets of texture channels. In this work, we introduce a novel approach to texture set compression that integrates traditional GPU texture representation and NIC techniques, designed to enable random access and support many-channel texture sets. To achieve this goal, we propose an asymmetric auto-encoder framework that employs a convolutional encoder to capture detailed information in a bottleneck-latent space, and at decoder side we utilize a fully connected network, whose inputs are sampled latent features plus positional information, for a given texture coordinate and mip level. This latent data is defined to enable simplified access to multi-resolution data by simply changing the scanning strides. Experimental results demonstrate that this approach provides much better results than conventional texture compression, and significant improvement over the latest method using neural networks.