DCSHARP: 3D Gaussian Splatting with Direction Cosine Spherical Harmonics and Shape-Aware Pruning
Ahmed Hasssan · Jian Meng · Yuanbo Xiangli · Jae-sun Seo
Abstract
3D Gaussian Splatting (3DGS) shows outstanding rendering quality for novel view synthesis.Despite its performance, the massive amount of Gaussian blobs leads to expensive run-time sorting and irregular memory access during rendering. Although 3DGS-based pruning algorithm has been widely explored, most of the current research has mainly focused on designing a proper pruning metric and the root cause behind the inevitable quality degradation remains underexplored for highly-sparse 3DGS. In particular, our investigation shows that the Spherical Harmonics (SH) of 3DGS is insufficient to capture high-frequency anisotropic reflections and specular highlights during rendering, especially with sparsified Gaussians. Motivated by that, this work proposes Direction Cosine Spherical Harmonics with Shape-Aware Pruning (DCSHARP). Specifically, the proposed Direction Cosine Spherical Harmonics (DCSH) replaces the vanilla spherical harmonics by facilitating the expressiveness of 3DGS on high-frequency and highly reflective scenes. Unlike recent works that rely on trainable masks or pseudo-rendering scores, the proposed Shape-aware Pruning method enables ``pruning on-the-fly'' while achieving high quality rendering. As a combined scheme, the proposed DCSHARP reduces the number of active Gaussians by up to 3.9$\times$ and improves rendering throughput by 1.9$\times$ with ZERO quality degradation compared to the vanilla 3DGS. Furthermore, the proposed DCSH scheme outperforms the vanilla 3DGS on all the mainstream benchmarks by simply replacing the vanilla SH with the DCSH. The source code of the proposed method will be open-sourced.
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