Ren Kerui, Jiang Lihan, Lu Tao, Yu Mulin, Xu Linning, Ni Zhangkai, Dai Bo
IEEE Trans Pattern Anal Mach Intell. 2025 May 8;PP. doi: 10.1109/TPAMI.2025.3568201.
The recently proposed 3D Gaussian Splatting (3D-GS) demonstrates superior rendering fidelity and efficiency compared to NeRF-based scene representations. However, it struggles in large-scale scenes due to the high number of Gaussian primitives, particularly in zoomed-out views, where all primitives are rendered regardless of their projected size. This often results in inefficient use of model capacity and difficulty capturing details at varying scales. To address this, we introduce Octree-GS, a Level-of-Detail (LOD) structured approach that dynamically selects appropriate levels from a set of multi-scale Gaussian primitives, ensuring consistent rendering performance. To adapt the design of LOD, we employ an innovative grow-and-prune strategy for densification and also propose a progressive training strategy to arrange Gaussians into appropriate LOD levels. Additionally, our LOD strategy generalizes to other Gaussian-based methods, such as 2D-GS and Scaffold-GS, reducing the number of primitives needed for rendering while maintaining scene reconstruction accuracy. Experiments on diverse datasets demonstrate that our method achieves real-time speeds, being up to 10× faster than state-of-the-art methods in large-scale scenes, without compromising visual quality. Project page: https://city-super.github.io/octree-gs/.
最近提出的3D高斯点渲染(3D-GS)与基于神经辐射场(NeRF)的场景表示相比,展现出了卓越的渲染保真度和效率。然而,由于高斯基元数量众多,它在大规模场景中表现不佳,尤其是在远景视图中,所有基元都会被渲染,而不考虑其投影大小。这常常导致模型容量利用效率低下,并且难以在不同尺度下捕捉细节。为了解决这个问题,我们引入了八叉树高斯点渲染(Octree-GS),这是一种细节层次(LOD)结构化方法,它从一组多尺度高斯基元中动态选择合适的层次,确保一致的渲染性能。为了适应LOD设计,我们采用了一种创新的增长和修剪策略进行致密化处理,还提出了一种渐进训练策略,将高斯基元安排到合适的LOD层次。此外,我们的LOD策略可推广到其他基于高斯的方法,如2D-GS和支架高斯点渲染(Scaffold-GS),在保持场景重建精度的同时减少渲染所需的基元数量。在各种数据集上的实验表明,我们的方法实现了实时速度,在大规模场景中比最先进的方法快10倍,且不影响视觉质量。项目页面:https://city-super.github.io/octree-gs/ 。