Faster and Better 3D Splatting via Group Training

📅 2024-12-10
🏛️ arXiv.org
📈 Citations: 1
Influential: 0
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🤖 AI Summary
To address the high computational cost and slow convergence of 3D Gaussian Splatting (3DGS) caused by its large number of Gaussian primitives, this paper proposes a grouped collaborative training paradigm. Specifically, Gaussian primitives are dynamically clustered into groups, within which gradients are shared and updated cooperatively, augmented by adaptive sampling scheduling. This approach innovatively achieves efficient parameter optimization while preserving the geometric and radiometric fidelity of the scene representation. Crucially, it requires no modification to the underlying rendering pipeline and is plug-and-play compatible with standard 3DGS, Mip-Splatting, and other mainstream frameworks. Extensive experiments across multiple scenes demonstrate up to a 30% acceleration in training convergence, accompanied by consistent improvements in PSNR and SSIM. Moreover, the method significantly enhances reconstruction fidelity and optimization stability.

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📝 Abstract
3D Gaussian Splatting (3DGS) has emerged as a powerful technique for novel view synthesis, demonstrating remarkable capability in high-fidelity scene reconstruction through its Gaussian primitive representations. However, the computational overhead induced by the massive number of primitives poses a significant bottleneck to training efficiency. To overcome this challenge, we propose Group Training, a simple yet effective strategy that organizes Gaussian primitives into manageable groups, optimizing training efficiency and improving rendering quality. This approach shows universal compatibility with existing 3DGS frameworks, including vanilla 3DGS and Mip-Splatting, consistently achieving accelerated training while maintaining superior synthesis quality. Extensive experiments reveal that our straightforward Group Training strategy achieves up to 30% faster convergence and improved rendering quality across diverse scenarios.
Problem

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

Reducing computational overhead in 3D Gaussian Splatting training
Improving rendering quality via optimized primitive group management
Accelerating convergence while maintaining synthesis fidelity
Innovation

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

Group Training organizes Gaussian primitives efficiently
Compatible with vanilla 3DGS and Mip-Splatting frameworks
Achieves 30% faster convergence with better quality
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