Visibility-Based Geometry Pruning of Neural Plenoptic Scene Representations

IF 9.9 1区 计算机科学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS
IEEE Transactions on Multimedia Pub Date : 2026-01-01 Epub Date: 2025-10-06 DOI:10.1109/TMM.2025.3618548
Davi R. Freitas;Ioan Tabus;Christine Guillemot
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引用次数: 0

Abstract

The need for more realistic 3D scene representations has fomented the development of models for a wide range of applications. In this context, solutions that attempt to model the light’s behavior through the plenoptic function have provided considerable advancements using neural-based approaches, often presenting a trade-off between rendering time and model sizes. In this work, we propose a pruning framework to reduce the sizes of these models by computing the visibility over the training data, applicable to different 3D scene representations. In particular, we implement first a solution suitable for the 3D Gaussian Splatting, and then we exemplify the solution for the Neural Radiance Fields (NeRF)-style of rendering using PlenOctrees. We show that our pruning solution produces smaller models in terms of the number of elements – be they voxels, points, or Gaussians – with minimal losses in terms of rendering novel views. We further assess our solution by combining it with state-of-the-art (SOTA) compression solutions for both rendering schemes. Results over the NeRF-Synthetic dataset show comparable metrics to the SOTA for PlenOctrees, achieving marginal gains for lower bitrates. For 3DGS, the combination of our pruning method and compression solutions achieves a compression ratio of up to 37.5 times over the uncompressed 3DGS models, with only a 0.5 dB decrease in rendering quality. When compared against other SOTA compression methods, our solution produces models 1.4 times smaller, with less than a 0.1 dB loss over novel views for synthetic data, and models 1.9 times smaller with less than 0.2 dB loss when synthesizing novel views on real-world, outdoor content.
基于可视性的神经全视场景表示几何剪枝
对更逼真的3D场景表示的需求促进了广泛应用的模型的发展。在这种情况下,试图通过全视函数来模拟光的行为的解决方案已经使用基于神经的方法取得了相当大的进步,通常在渲染时间和模型大小之间进行权衡。在这项工作中,我们提出了一个修剪框架,通过计算训练数据的可见性来减少这些模型的大小,适用于不同的3D场景表示。特别是,我们首先实现了一个适合3D高斯飞溅的解决方案,然后我们举例说明了使用pleenoctrees渲染的神经辐射场(NeRF)风格的解决方案。我们表明,我们的修剪解决方案在元素数量方面产生更小的模型-无论是体素,点还是高斯-在渲染新视图方面损失最小。我们进一步评估我们的解决方案,将其与两种渲染方案的最先进的(SOTA)压缩解决方案相结合。NeRF-Synthetic数据集的结果显示,PlenOctrees的指标与SOTA相当,在较低比特率下实现了边际收益。对于3DGS,我们的剪枝方法和压缩解决方案的结合实现了高达37.5倍的压缩比,比未压缩的3DGS模型,只有0.5 dB的渲染质量下降。与其他SOTA压缩方法相比,我们的解决方案在合成数据的新视图上生成的模型小1.4倍,损耗小于0.1 dB,在合成现实世界、户外内容的新视图时生成的模型小1.9倍,损耗小于0.2 dB。
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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来源期刊
IEEE Transactions on Multimedia
IEEE Transactions on Multimedia 工程技术-电信学
CiteScore
11.70
自引率
11.00%
发文量
576
审稿时长
5.5 months
期刊介绍: The IEEE Transactions on Multimedia delves into diverse aspects of multimedia technology and applications, covering circuits, networking, signal processing, systems, software, and systems integration. The scope aligns with the Fields of Interest of the sponsors, ensuring a comprehensive exploration of research in multimedia.
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