CVMar 17, 2022
3DAC: Learning Attribute Compression for Point CloudsGuangchi Fang, Qingyong Hu, Hanyun Wang et al.
We study the problem of attribute compression for large-scale unstructured 3D point clouds. Through an in-depth exploration of the relationships between different encoding steps and different attribute channels, we introduce a deep compression network, termed 3DAC, to explicitly compress the attributes of 3D point clouds and reduce storage usage in this paper. Specifically, the point cloud attributes such as color and reflectance are firstly converted to transform coefficients. We then propose a deep entropy model to model the probabilities of these coefficients by considering information hidden in attribute transforms and previous encoded attributes. Finally, the estimated probabilities are used to further compress these transform coefficients to a final attributes bitstream. Extensive experiments conducted on both indoor and outdoor large-scale open point cloud datasets, including ScanNet and SemanticKITTI, demonstrated the superior compression rates and reconstruction quality of the proposed 3DAC.
CVMar 21, 2024Code
Mini-Splatting: Representing Scenes with a Constrained Number of GaussiansGuangchi Fang, Bing Wang
In this study, we explore the challenge of efficiently representing scenes with a constrained number of Gaussians. Our analysis shifts from traditional graphics and 2D computer vision to the perspective of point clouds, highlighting the inefficient spatial distribution of Gaussian representation as a key limitation in model performance. To address this, we introduce strategies for densification including blur split and depth reinitialization, and simplification through intersection preserving and sampling. These techniques reorganize the spatial positions of the Gaussians, resulting in significant improvements across various datasets and benchmarks in terms of rendering quality, resource consumption, and storage compression. Our Mini-Splatting integrates seamlessly with the original rasterization pipeline, providing a strong baseline for future research in Gaussian-Splatting-based works. \href{https://github.com/fatPeter/mini-splatting}{Code is available}.
CVApr 25, 2022
4DAC: Learning Attribute Compression for Dynamic Point CloudsGuangchi Fang, Qingyong Hu, Yiling Xu et al.
With the development of the 3D data acquisition facilities, the increasing scale of acquired 3D point clouds poses a challenge to the existing data compression techniques. Although promising performance has been achieved in static point cloud compression, it remains under-explored and challenging to leverage temporal correlations within a point cloud sequence for effective dynamic point cloud compression. In this paper, we study the attribute (e.g., color) compression of dynamic point clouds and present a learning-based framework, termed 4DAC. To reduce temporal redundancy within data, we first build the 3D motion estimation and motion compensation modules with deep neural networks. Then, the attribute residuals produced by the motion compensation component are encoded by the region adaptive hierarchical transform into residual coefficients. In addition, we also propose a deep conditional entropy model to estimate the probability distribution of the transformed coefficients, by incorporating temporal context from consecutive point clouds and the motion estimation/compensation modules. Finally, the data stream is losslessly entropy coded with the predicted distribution. Extensive experiments on several public datasets demonstrate the superior compression performance of the proposed approach.
CVMar 28
PocketGS: On-Device Training of 3D Gaussian Splatting for High Perceptual ModelingWenzhi Guo, Guangchi Fang, Shu Yang et al.
Efficient and high-fidelity 3D scene modeling is a long-standing pursuit in computer graphics. While recent 3D Gaussian Splatting (3DGS) methods achieve impressive real-time modeling performance, they rely on resource-unconstrained training assumptions that fail on mobile devices, which are limited by minute-scale training budgets and hardware-available peak-memory. We present PocketGS, a mobile scene modeling paradigm that enables on-device 3DGS training under these tightly coupled constraints while preserving high perceptual fidelity. Our method resolves the fundamental contradictions of standard 3DGS through three co-designed operators: G builds geometry-faithful point-cloud priors; I injects local surface statistics to seed anisotropic Gaussians, thereby reducing early conditioning gaps; and T unrolls alpha compositing with cached intermediates and index-mapped gradient scattering for stable mobile backpropagation. Collectively, these operators satisfy the competing requirements of training efficiency, memory compactness, and modeling fidelity. Extensive experiments demonstrate that PocketGS is able to outperform the powerful mainstream workstation 3DGS baseline to deliver high-quality reconstructions, enabling a fully on-device, practical capture-to-rendering workflow.
CVApr 11, 2021Code
SQN: Weakly-Supervised Semantic Segmentation of Large-Scale 3D Point CloudsQingyong Hu, Bo Yang, Guangchi Fang et al.
Labelling point clouds fully is highly time-consuming and costly. As larger point cloud datasets with billions of points become more common, we ask whether the full annotation is even necessary, demonstrating that existing baselines designed under a fully annotated assumption only degrade slightly even when faced with 1% random point annotations. However, beyond this point, e.g., at 0.1% annotations, segmentation accuracy is unacceptably low. We observe that, as point clouds are samples of the 3D world, the distribution of points in a local neighborhood is relatively homogeneous, exhibiting strong semantic similarity. Motivated by this, we propose a new weak supervision method to implicitly augment highly sparse supervision signals. Extensive experiments demonstrate the proposed Semantic Query Network (SQN) achieves promising performance on seven large-scale open datasets under weak supervision schemes, while requiring only 0.1% randomly annotated points for training, greatly reducing annotation cost and effort. The code is available at https://github.com/QingyongHu/SQN.
CVNov 19, 2024
Mini-Splatting2: Building 360 Scenes within Minutes via Aggressive Gaussian DensificationGuangchi Fang, Bing Wang
In this study, we explore the essential challenge of fast scene optimization for Gaussian Splatting. Through a thorough analysis of the geometry modeling process, we reveal that dense point clouds can be effectively reconstructed early in optimization through Gaussian representations. This insight leads to our approach of aggressive Gaussian densification, which provides a more efficient alternative to conventional progressive densification methods. By significantly increasing the number of critical Gaussians, we enhance the model capacity to capture dense scene geometry at the early stage of optimization. This strategy is seamlessly integrated into the Mini-Splatting densification and simplification framework, enabling rapid convergence without compromising quality. Additionally, we introduce visibility culling within Gaussian Splatting, leveraging per-view Gaussian importance as precomputed visibility to accelerate the optimization process. Our Mini-Splatting2 achieves a balanced trade-off among optimization time, the number of Gaussians, and rendering quality, establishing a strong baseline for future Gaussian-Splatting-based works. Our work sets the stage for more efficient, high-quality 3D scene modeling in real-world applications, and the code will be made available no matter acceptance.