Sort-free Gaussian Splatting via Weighted Sum Rendering

๐Ÿ“… 2024-10-24
๐Ÿ›๏ธ arXiv.org
๐Ÿ“ˆ Citations: 3
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๐Ÿค– AI Summary
3D Gaussian Splatting (3DGS) suffers from high rendering overhead, poor mobile GPU performance, and โ€œpopโ€-like temporal artifacts due to its reliance on view-dependent, non-commutative alpha compositing and explicit point sorting. Method: We propose a sorting-free, differentiable weighted-sum rendering paradigm that approximates non-commutative alpha blending via a commutative weighted sumโ€”eliminating viewpoint-dependent sorting entirely. We further introduce generalized Gaussian modeling and mobile-GPU-aware optimizations, including memory-access coalescing and compute-efficient kernel fusion. Contribution/Results: Our method achieves image quality on par with original 3DGS while significantly improving efficiency: it delivers an average 1.23ร— speedup on mobile GPUs and enables real-time rendering on resource-constrained devices. Crucially, it fully resolves sorting-induced visual popping artifacts, establishing the first practical, high-fidelity 3DGS deployment for mobile platforms.

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๐Ÿ“ Abstract
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 $1.23 imes$ faster rendering.
Problem

Research questions and friction points this paper is trying to address.

Eliminates costly sorting in 3D Gaussian Splatting rendering
Reduces computational overhead on resource-constrained platforms
Addresses popping artifacts from view-dependent sorting operations
Innovation

Methods, ideas, or system contributions that make the work stand out.

Weighted Sum Rendering replaces alpha blending
Eliminates sorting for faster performance
Optimized for mobile GPU efficiency
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