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SG-Splatting: Accelerating 3D Gaussian Splatting with Spherical Gaussians

3D Gaussian Splatting is emerging as a state-of-the-art technique in novel view synthesis, recognized for its impressive balance between visual quality, speed, and rendering efficiency. However, reliance on third-degree spherical harmonics for color representation introduces significant storage demands and computational overhead, resulting in a large memory footprint and slower rendering speed. We introduce SG-Splatting with Spherical Gaussians based color representation, a novel approach to enhance rendering speed and quality in novel view synthesis. Our method first represents view-dependent color using Spherical Gaussians, instead of three degree spherical harmonics, which largely reduces the number of parameters used for color representation, and significantly accelerates the rendering process. We then develop an efficient strategy for organizing multiple Spherical Gaussians, optimizing their arrangement to achieve a balanced and accurate scene representation. To further improve rendering quality, we propose a mixed representation that combines Spherical Gaussians with low-degree spherical harmonics, capturing both high- and low-frequency color information effectively. SG-Splatting also has plug-and-play capability, allowing it to be easily integrated into existing systems. This approach improves computational efficiency and overall visual fidelity, making it a practical solution for real-time applications.

三维高斯散射(3D Gaussian Splatting)作为新视角合成中的前沿技术,因其在视觉质量、速度和渲染效率之间的出色平衡而备受认可。然而,依赖三阶球谐函数(Spherical Harmonics)进行颜色表示会带来显著的存储需求和计算开销,导致较大的内存占用和较慢的渲染速度。 为解决这一问题,我们提出了SG-Splatting,一种基于球面高斯(Spherical Gaussians)的颜色表示方法,用于提升新视角合成的渲染速度和质量。我们的方法首先用球面高斯代替三阶球谐函数进行视角依赖的颜色表示,大幅减少了颜色表示所需的参数数量,从而显著加速了渲染过程。随后,我们开发了一种高效的策略来组织多个球面高斯,优化其排列以实现平衡且精确的场景表示。 为进一步提升渲染质量,我们提出了一种混合表示方法,将球面高斯与低阶球谐函数结合,能够有效捕捉高频与低频的颜色信息。此外,SG-Splatting具备即插即用的能力,能够轻松集成到现有系统中。 实验表明,SG-Splatting在提升计算效率的同时显著提高了视觉保真度,成为适用于实时应用的实用解决方案。