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Main Authors: Hou, Qiqi, Rauwendaal, Randall, Li, Zifeng, Le, Hoang, Farhadzadeh, Farzad, Porikli, Fatih, Bourd, Alexei, Said, Amir
Format: Preprint
Published: 2024
Subjects:
Online Access:https://arxiv.org/abs/2410.18931
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author Hou, Qiqi
Rauwendaal, Randall
Li, Zifeng
Le, Hoang
Farhadzadeh, Farzad
Porikli, Fatih
Bourd, Alexei
Said, Amir
author_facet Hou, Qiqi
Rauwendaal, Randall
Li, Zifeng
Le, Hoang
Farhadzadeh, Farzad
Porikli, Fatih
Bourd, Alexei
Said, Amir
contents Recently, 3D Gaussian Splatting (3DGS) has emerged as a significant advancement in 3D scene reconstruction, attracting considerable attention due to its ability to recover high-fidelity details while maintaining low complexity. Despite the promising results achieved by 3DGS, its rendering performance is constrained by its dependence on costly non-commutative alpha-blending operations. These operations mandate complex view dependent sorting operations that introduce computational overhead, especially on the resource-constrained platforms such as mobile phones. In this paper, we propose Weighted Sum Rendering, which approximates alpha blending with weighted sums, thereby removing the need for sorting. This simplifies implementation, delivers superior performance, and eliminates the "popping" artifacts caused by sorting. Experimental results show that optimizing a generalized Gaussian splatting formulation to the new differentiable rendering yields competitive image quality. The method was implemented and tested in a mobile device GPU, achieving on average $1.23\times$ faster rendering.
format Preprint
id arxiv_https___arxiv_org_abs_2410_18931
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Sort-free Gaussian Splatting via Weighted Sum Rendering
Hou, Qiqi
Rauwendaal, Randall
Li, Zifeng
Le, Hoang
Farhadzadeh, Farzad
Porikli, Fatih
Bourd, Alexei
Said, Amir
Computer Vision and Pattern Recognition
Recently, 3D Gaussian Splatting (3DGS) has emerged as a significant advancement in 3D scene reconstruction, attracting considerable attention due to its ability to recover high-fidelity details while maintaining low complexity. Despite the promising results achieved by 3DGS, its rendering performance is constrained by its dependence on costly non-commutative alpha-blending operations. These operations mandate complex view dependent sorting operations that introduce computational overhead, especially on the resource-constrained platforms such as mobile phones. In this paper, we propose Weighted Sum Rendering, which approximates alpha blending with weighted sums, thereby removing the need for sorting. This simplifies implementation, delivers superior performance, and eliminates the "popping" artifacts caused by sorting. Experimental results show that optimizing a generalized Gaussian splatting formulation to the new differentiable rendering yields competitive image quality. The method was implemented and tested in a mobile device GPU, achieving on average $1.23\times$ faster rendering.
title Sort-free Gaussian Splatting via Weighted Sum Rendering
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2410.18931