BEGIN:VCALENDAR VERSION:2.0 PRODID:Linklings LLC BEGIN:VTIMEZONE TZID:Asia/Tokyo X-LIC-LOCATION:Asia/Tokyo BEGIN:STANDARD TZOFFSETFROM:+0900 TZOFFSETTO:+0900 TZNAME:JST DTSTART:18871231T000000 END:STANDARD END:VTIMEZONE BEGIN:VEVENT DTSTAMP:20250110T023312Z LOCATION:Hall B5 (2)\, B Block\, Level 5 DTSTART;TZID=Asia/Tokyo:20241205T104500 DTEND;TZID=Asia/Tokyo:20241205T105900 UID:siggraphasia_SIGGRAPH Asia 2024_sess128_papers_966@linklings.com SUMMARY:AdR-Gaussian: Accelerating Gaussian Splatting with Adaptive Radius DESCRIPTION:Technical Papers\n\nXinzhe Wang, Ran Yi, and Lizhuang Ma (Shan ghai Jiao Tong University)\n\n3D Gaussian Splatting (3DGS) is a recent exp licit 3D representation that has achieved high-quality reconstruction and real-time rendering of complex scenes. However, the rasterization pipeline still suffers from unnecessary overhead resulting from avoidable serial G aussian culling, and uneven load due to the distinct number of Gaussian to be rendered across pixels, which hinders wider promotion and application of 3DGS. In order to accelerate Gaussian splatting, we propose AdR-Gaussia n, which moves part of serial culling in Render stage into the earlier Pre process stage to enable parallel culling, employing adaptive radius to nar row the rendering pixel range for each Gaussian, and introduces a load bal ancing method to minimize thread waiting time during the pixel-parallel re ndering. Our contributions are threefold, achieving a rendering speed of 3 10% while maintaining equivalent or even better quality than the state-of- the-art. Firstly, we propose to early cull Gaussian-Tile pairs of low spla tting opacity based on an adaptive radius in the Gaussian-parallel Preproc ess stage, which reduces the number of affected tile through the Gaussian bounding circle, thus reducing unnecessary overhead and achieving faster r endering speed. Secondly, we further propose early culling based on axis-a ligned bounding box for Gaussian splatting, which achieves a more signific ant reduction in ineffective expenses by accurately calculating the Gaussi an size in the 2D directions. Thirdly, we propose a balancing algorithm fo r pixel thread load, which compresses the information of heavy-load pixels to reduce thread waiting time, and enhance information of light-load pixe ls to hedge against rendering quality loss. Experiments on three datasets demonstrate that our algorithm can significantly improve the Gaussian Spla tting rendering speed.\n\nRegistration Category: Full Access, Full Access Supporter\n\nLanguage Format: English Language\n\nSession Chair: Manolis S avva (Simon Fraser University) URL:https://asia.siggraph.org/2024/program/?id=papers_966&sess=sess128 END:VEVENT END:VCALENDAR