Representing Long Volumetric Video with Temporal Gaussian Hierarchy

IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Zhen Xu, Yinghao Xu, Zhiyuan Yu, Sida Peng, Jiaming Sun, Hujun Bao, Xiaowei Zhou
{"title":"Representing Long Volumetric Video with Temporal Gaussian Hierarchy","authors":"Zhen Xu, Yinghao Xu, Zhiyuan Yu, Sida Peng, Jiaming Sun, Hujun Bao, Xiaowei Zhou","doi":"10.1145/3687919","DOIUrl":null,"url":null,"abstract":"This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Moreover, we design a Compact Appearance Model that mixes diffuse and view-dependent Gaussians to further minimize the model size while maintaining the rendering quality. We also develop a rasterization pipeline of Gaussian primitives based on the hardware-accelerated technique to improve rendering speed. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling hours of volumetric video data while maintaining state-of-the-art rendering quality.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"99 1","pages":""},"PeriodicalIF":7.8000,"publicationDate":"2024-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM Transactions on Graphics","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1145/3687919","RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0

Abstract

This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Moreover, we design a Compact Appearance Model that mixes diffuse and view-dependent Gaussians to further minimize the model size while maintaining the rendering quality. We also develop a rasterization pipeline of Gaussian primitives based on the hardware-accelerated technique to improve rendering speed. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling hours of volumetric video data while maintaining state-of-the-art rendering quality.
用时态高斯层次结构表示长体积视频
本文旨在解决从多视角 RGB 视频重建长体积视频的难题。最近的动态视图合成方法利用强大的 4D 表示(如特征网格或点云序列)来实现高质量的渲染效果。然而,这些方法通常仅限于短视频片段(1~2 秒),在处理较长视频时往往会占用大量内存。为了解决这个问题,我们提出了一种新颖的 4D 表示法,名为时态高斯层次结构(Temporal Gaussian Hierarchy),用于对长体积视频进行紧凑建模。我们的主要观点是,动态场景中通常存在不同程度的时间冗余,这些冗余由以不同速度变化的区域组成。受此启发,我们的方法建立了一个多层级的四维高斯基元层次结构,其中每一层级分别描述内容变化程度不同的场景区域,并自适应地共享高斯基元,以表示不同时间片段上不变的场景内容,从而有效减少了高斯基元的数量。此外,高斯层次结构的树状结构允许我们用高斯基元子集有效地表示特定时刻的场景,从而在训练或渲染过程中,无论视频长度如何,GPU 内存的使用量几乎保持不变。此外,我们还设计了一种紧凑型外观模型,将漫反射高斯和视图相关高斯混合在一起,从而在保持渲染质量的同时进一步减小模型大小。我们还开发了基于硬件加速技术的高斯基元光栅化管道,以提高渲染速度。大量实验结果表明,我们的方法在训练成本、渲染速度和存储使用方面都优于其他方法。据我们所知,这是第一种能够高效处理数小时体积视频数据,同时保持最先进渲染质量的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
ACM Transactions on Graphics
ACM Transactions on Graphics 工程技术-计算机:软件工程
CiteScore
14.30
自引率
25.80%
发文量
193
审稿时长
12 months
期刊介绍: ACM Transactions on Graphics (TOG) is a peer-reviewed scientific journal that aims to disseminate the latest findings of note in the field of computer graphics. It has been published since 1982 by the Association for Computing Machinery. Starting in 2003, all papers accepted for presentation at the annual SIGGRAPH conference are printed in a special summer issue of the journal.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信