Compact 3D Gaussian Representation for Radiance Field

CVPR 2024 (Highlight)

Joo Chan Lee1, Daniel Rho2, Xiangyu Sun1, Jong Hwan Ko1, and Eunbyung Park1
1Sungkyunkwan University, 2KT

[Code] [Paper]




Architecture Overview

3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussisan-based representation and adopts the rasterization pipeline to render the images rather than volumetric rendering, achieving very fast rendering speed and promising image quality. However, a significant drawback arises as 3DGS entails a substantial number of 3D Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric attributes of Gaussian by vector quantization. With model compression techniques such as quantization and entropy coding, we consistently show over 25x reduced storage and enhanced rendering speed, while maintaining the quality of the scene representation, compared to 3DGS. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering.


The effect of masking

Masking can significantly reduce the number of Gaussians while retaining high quality.


The detailed process of R-VQ

In the first stage, the scale and rotation vectors are compared to codes in each codebook, with the closest code identified as the result. In the next stage, the residual between the original vector and the first stage's result is compared with another codebook. This process is repeated up to the final stage.

This reduces the storage requirements by approximately 30% while maintaining the quality of reconstruction, training time, and rendering speed.


Results

In addition to the proposed method (Ours), we implemented straightforward post-processing techniques on the model attributes, a variant we denote as Ours+PP. These post-processing steps include: 1) Applying 8-bit min-max quantization to opacity and hash grid parameters. 2) Pruning hash grid parameters with values below 0.1. 3) Applying Huffman encoding on the quantized opacity and hash parameters, and R-VQ indices.

Dataset Mip-NeRF 360 Tanks&Temples
Method PSNR SSIM LPIPS Train FPS Storage PSNR SSIM LPIPS Train FPS Storage
Plenoxels 23.08 0.626 0.463 25m 49s 6.79 2.1 GB 21.08 0.719 0.379 25m 05s 13.0 2.3 GB
INGP-base 25.30 0.671 0.371 05m 37s 11.7 13 MB 21.72 0.723 0.330 05m 26s 17.1 13 MB
INGP-big 25.59 0.699 0.331 07m 30s 9.43 48 MB 21.92 0.745 0.305 06m 59s 14.4 48 MB
Mip-NeRF 360 27.69 0.792 0.237 48h 0.06 8.6 MB 22.22 0.759 0.257 48h 0.14 8.6 MB
3DGS 27.21 0.815 0.214 41m 33s 134 734 MB 23.14 0.841 0.183 26m 54s 154 411 MB
3DGS* 27.46 0.812 0.222 24m 07s 120 746 MB 23.71 0.845 0.178 13m 51s 160 432 MB
Ours 27.08 0.798 0.247 33m 06s 128 48.8 MB 23.32 0.831 0.201 18m 20s 185 39.4 MB
Ours+PP 27.03 0.797 0.247 - - 29.1 MB 23.32 0.831 0.202 - - 20.9 MB

Dataset Deep Blending
Method PSNR SSIM LPIPS Train FPS Storage
Plenoxels 23.06 0.795 0.510 27m 49s 11.2 2.7 GB
INGP-base 23.62 0.797 0.423 06m 31s 3.26 13 MB
INGP-big 24.96 0.817 0.390 08m 00s 2.79 48 MB
Mip-NeRF 360 29.40 0.901 0.245 48h 0.09 8.6 MB
3DGS 29.41 0.903 0.243 36m 02s 137 676 MB
3DGS* 29.46 0.900 0.247 21m 52s 132 663 MB
Ours 29.79 0.901 0.258 27m 33s 181 43.2 MB
Ours+PP 29.73 0.900 0.258 - - 23.8 MB

Bibtex


We used the project page of Masked Wavelet NeRF as a template.