⚡ 本页包含 AI 生成的分析内容,仅供参考
该论文提出了一种用于4D高斯溅射(4DGS)的处理器,通过自适应二次插值、递归计算重用和树状并行渲染技术,解决了4DGS在内存需求、冗余计算和PE利用率低的问题。在D-Nerf数据集上实现了0.24mJ/帧的渲染能量,能效提升6.11倍。
Abstract 4D Gaussian Splatting (4DGS) has widespread applications in fields such as VR, AR and industrial simulation. However, 4DGS suffers from significant memory requirements, redundant computations and low PE utilization. This paper introduces adaptive quadratic interpolation, recursive computation reuse and tree-based parallel rendering to tackle these challenges. The processor in the paper achieves a rendering energy of 0.24mJ/frame and improves energy efficiency by 6.11× on the D-Nerf dataset. 4D Gaussian Splatting (4DGS) is a pivotal technology for rendering dynamic scenes, with widespread applications in fields such as VR, AR and industrial simulation [1-5]. Unlike its static counterpart, 3D Gaussian Splatting (3DGS) [6-8], the attributes of 4DGS, like position, shape, and color, are functions of time, enabling photorealistic dynamic renderings [9-11]. The 4DGS workflow consists of two stages: pre-processing and rendering. In the preprocessing stage, a large number of 4DGS para
Xiaolong Yang, Yang Wang, Wende Xu, Yubin Qin, Huanyu Wang, Ruiqi Guo, Zhiheng Yue, Jiangyuan Gu, Shaojun Wei, Yang Hu, Shouyi Yin
Tsinghua University, Beijing, China