3 《3D Gaussian Splatting: From Theory to Real-Time Implementation》第三级:压缩、轻量化与存储优化 (一)
目录
第一部分:原理详解
1.1 Scaffold-GS原理:神经高斯与锚点的空间层次结构
1.1.1 神经高斯与锚点的空间层次结构
1.1.2 局部感知神经解码与视锥剔除机制
1.1.3 锚点层级扩展与多尺度场景覆盖
1.2 可微分量化:Laplacian-based Rate Proxy与熵约束优化
1.2.1 Laplacian率失真代理模型
1.2.2 熵约束端到端优化框架
1.2.3 非均匀量化与自适应码本优化
1.3 4D锚点网格的时间扩展:动态场景中的时空梯度累积策略
1.3.1 时空可变形锚点网格
1.3.2 时空梯度累积与关键帧选择
1.3.3 时间一致性正则化与流场监督
2.1 Voxel-GS的游程编码:Octree + Run-length Coding的混合方案
2.1.1 八叉树空间划分与占据编码
2.1.2 游程编码压缩连续空区域
2.1.3 GPU友好解码与流式加载
2.2 量化感知训练(QAT):对协方差、SH系数、不透明度的混合精度量化
2.2.1 几何参数(协方差)的约束感知量化
2.2.2 外观参数(SH系数)的知觉量化
2.2.3 不透明度与辅助属性的非对称量化
2.3 紧凑表征的神经替代:Compact3DGS的哈希网格编码与MLP预测
2.3.1 多分辨率哈希网格编码
2.3.2 轻量级MLP属性预测
2.3.3 渐进式哈希网格剪枝与激活稀疏化
3.1 渐进式加载:基于LOD(Level-of-Detail)的高斯点云流式传输
3.1.1 屏幕空间误差驱动的LOD选择
3.1.2 八叉树LOD层次构建与节点编码
3.1.3 流式传输协议与预取策略
3.2 针对边缘设备的剪枝策略:基于重要性采样的高斯子集选择
3.2.1 高斯重要性度量与显著性评估
3.2.2 重要性采样与确定性剪枝算法
3.2.3 运行时动态剪枝与质量-能耗自适应
第二部分 伪代码
Algorithm 1: Anchor-based Gaussian Generation and Neural Decoding
Algorithm 2: Frustum-aware Visibility Culling and Lazy Instantiation
Algorithm 3: Octree Hierarchy Construction for Multi-scale Coverage
Algorithm 4: Laplacian-based Rate-Distortion Optimization
Algorithm 5: Entropy-Constrained Quantization-Aware Training
Algorithm 6: Adaptive Non-uniform Codebook Optimization
Algorithm 7: Spatio-temporal Deformable Grid Construction
Algorithm 8: Temporal Gradient Accumulation with Key Frame Selection
Algorithm 9: Temporal Consistency Regularization and Flow Supervision
Algorithm 10: Sparse Octree Construction and Occupancy Encoding
Algorithm 11: Run-Length Encoding for Empty Node Compression
Algorithm 12: GPU-friendly Octree Decoding and Coalesced Access
Algorithm 13: Geometry-aware Covariance Quantization
Algorithm 15: Asymmetric Opacity and Auxiliary Attribute Quantization
Algorithm 16: Multi-resolution Hash Grid Encoding
Algorithm 17: Lightweight MLP Attribute Prediction
Algorithm 18: Progressive Hash Grid Pruning and Sparsification
Algorithm 19: Screen Space Error LOD Selection
Algorithm 20: Octree LOD Hierarchy Construction with Delta Coding
Algorithm 21: Streaming Protocol with Prefetching and Delta Updates
Algorithm 22: Gaussian Importance Assessment for Edge Devices
Algorithm 23: Hierarchical Importance-based Gaussian Pruning
Algorithm 24: Runtime Adaptive Pruning with Quality-Energy Tradeoff
