CVAug 7, 2024

Compact 3D Gaussian Splatting for Static and Dynamic Radiance Fields

arXiv:2408.03822v126 citationsh-index: 9
Originality Incremental advance
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This work addresses the storage and efficiency bottleneck in 3D scene representation for applications like real-time rendering and VR/AR, offering a compact solution with incremental improvements over existing 3DGS methods.

The paper tackles the high memory and storage requirements of 3D Gaussian splatting (3DGS) for static and dynamic radiance fields by proposing a learnable mask strategy, a grid-based neural field for color, and codebook compression, achieving over 25x reduced storage for static scenes and over 12x for dynamic scenes while maintaining quality and enhancing rendering speed.

3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussian-based representation and introduces an approximated volumetric rendering, achieving very fast rendering speed and promising image quality. Furthermore, subsequent studies have successfully extended 3DGS to dynamic 3D scenes, demonstrating its wide range of applications. However, a significant drawback arises as 3DGS and its following methods entail a substantial number of Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric and temporal attributes by residual vector quantization. With model compression techniques such as quantization and entropy coding, we consistently show over 25x reduced storage and enhanced rendering speed compared to 3DGS for static scenes, while maintaining the quality of the scene representation. For dynamic scenes, our approach achieves more than 12x storage efficiency and retains a high-quality reconstruction compared to the existing state-of-the-art methods. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering. Our project page is available at https://maincold2.github.io/c3dgs/.

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