Frequency-Importance Gaussian Splatting for Real-Time Lightweight Radiance Field Rendering

Abstract

Recently, there have been significant developments in the realm of novel view synthesis relying on radiance fields. By incorporating the Splatting technique, a new approach named Gaussian Splatting has achieved superior rendering quality and real-time performance. However, the training process of the approach incurs significant performance overhead, and the model obtained from training is very large. To address these challenges, we improve Gaussian Splatting and propose Frequency-Importance Gaussian Splatting. Our method reduces the performance overhead by extracting the frequency features of the scene. First, we analyze the advantages and limitations of the spatial sampling strategy of the Gaussian Splatting method from the perspective of sampling theory. Second, we design the Enhanced Gaussian to more effectively express the high-frequency information, while reducing the performance overhead. Third, we construct a frequency-sensitive loss function to enhance the network’s ability to perceive the frequency domain and optimize the spatial structure of the scene. Finally, we propose a Dynamically Adaptive Density Control Strategy based on the degree of reconstruction of the background of the scene, which adaptive the spatial sample point generation strategy dynamically according to the training results and prevents the generation of redundant data in the model. We conducted experiments on several commonly used datasets, and the results show that our method has significant advantages over the original method in terms of memory overhead and storage usage and can maintain the image quality of the original method.

Publication
Multimedia Tools and Applications (SCI Q2, CCF-C)