MPGS: Multi-plane Gaussian Splatting for Compact Scenes Rendering.

Deqi Li, Shi-Sheng Huang, Hua Huang
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Abstract

Accurate reconstruction of heterogeneous scenes for high-fidelity rendering in an efficient manner remains a crucial but challenging task in many Virtual Reality and Augmented Reality applications. The recent 3D Gaussian Splatting (3DGS) has shown impressive quality in scene rendering with real-time performance. However, for heterogeneous scenes with many weak-textured regions, the original 3DGS can easily produce numerously wrong floaters with unbalanced reconstruction using redundant 3D Gaussians, which often leads to unsatisfied scene rendering. This paper proposes a novel multi-plane Gaussian Splatting (MPGS), which aims to achieve high-fidelity rendering with compact reconstruction for heterogeneous scenes. The key insight of our MPGS is the introduction of a novel multi-plane Gaussian optimization strategy, which effectively adjusts the Gaussian distribution for both rich-textured and weak-textured regions in heterogeneous scenes. Moreover, we further propose a multi-scale geometric correction mechanism to effectively mitigate degradation of the 3D Gaussian distribution for compact scene reconstruction. Besides, we regularize the Gaussian distributions using normal information extracted from the compact scene learning. Experimental results on public datasets demonstrate that the proposed MPGS achieves much better rendering quality compared to previous methods, while using less storage and offering more efficient rendering. To our best knowledge, MPGS is a new state-of-the-art 3D Gaussian splatting method for compact reconstruction of heterogeneous scenes, enabling high-fidelity rendering in novel view synthesis, especially improving rendering quality for weak-textured regions. The code will be released at https://github.com/wanglids/MPGS.

MPGS:用于紧凑场景渲染的多平面高斯飞溅。
在许多虚拟现实和增强现实应用中,以高效的方式精确重建异构场景以实现高保真渲染仍然是一个关键但具有挑战性的任务。最近的3D高斯飞溅(3DGS)在场景渲染方面表现出了令人印象深刻的质量和实时性能。然而,对于具有许多弱纹理区域的异构场景,原始3DGS很容易产生大量错误的浮动,并且使用冗余的三维高斯重建不平衡,从而导致场景渲染不满意。本文提出了一种新的多平面高斯溅射(MPGS)方法,旨在以紧凑的重建实现异构场景的高保真渲染。我们的MPGS的关键观点是引入了一种新的多平面高斯优化策略,该策略有效地调整了异构场景中纹理丰富和弱纹理区域的高斯分布。此外,我们进一步提出了一种多尺度几何校正机制,以有效缓解紧凑场景重建中三维高斯分布的退化。此外,我们利用从紧凑场景学习中提取的正态信息对高斯分布进行正则化。在公共数据集上的实验结果表明,所提出的MPGS方法在使用更少的存储空间和提供更高效的渲染的同时,获得了更好的渲染质量。据我们所知,MPGS是一种新的最先进的3D高斯喷绘方法,用于异构场景的紧凑重建,在新的视图合成中实现高保真渲染,特别是提高弱纹理区域的渲染质量。代码将在https://github.com/wanglids/MPGS上发布。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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