CF-Splat: Closed-Form Triangle Splatting with Mesh Priors
作者: Yixin Fang, Liang Zhao
分类: cs.RO
发布日期: 2026-10-15
💡 一句话要点
提出CF-Splat以解决现有三角形点云渲染效率低下问题
🎯 匹配领域: 支柱三:空间感知与语义 (Perception & Semantics)
关键词: 三角形点云 场景外观估计 新视图合成 线性最小二乘 自适应正则化 机器人感知 计算效率
📋 核心要点
- 现有的点云渲染方法依赖于迭代的非线性优化,导致计算效率低下和内存消耗高。
- CF-Splat通过将场景外观估计问题转化为全局线性最小二乘问题,避免了复杂的迭代过程。
- 实验结果显示,CF-Splat在新视图合成质量上优于现有方法,同时显著降低了计算时间和内存使用。
📝 摘要(中文)
基于点云的辐射场表示在机器人感知中逐渐受到关注,能够通过显式场景原语实现高质量的新视图合成。然而,现有的点云方法通常依赖于迭代的非线性优化,导致计算时间长、GPU内存消耗高且易陷入局部最优。本文提出CF-Splat,一种新颖的闭式三角形点云框架,能够高效地在已知网格上进行场景外观估计。通过将问题适当地表述为全局线性最小二乘问题,CF-Splat避免了迭代优化的需求,并引入自适应的球谐正则化以确保解的唯一性。实验表明,CF-Splat在多个真实数据集上实现了与最先进的点云方法相当或更优的合成质量,同时计算时间减少了27.5-378.0倍,GPU内存峰值降低了1.8倍。
🔬 方法详解
问题定义:现有的基于点云的渲染方法通常依赖于复杂的迭代非线性优化,导致计算时间长、内存消耗高且易陷入局部最优。
核心思路:CF-Splat的核心思路是通过将问题表述为全局线性最小二乘问题,从而避免迭代优化的复杂性。通过适当地利用已知的网格几何和标定相机,渲染的像素颜色可以线性表达。
技术框架:CF-Splat的整体架构包括输入已知的网格和相机参数,利用球谐系数进行场景外观估计,并通过自适应正则化确保解的唯一性。最后,采用无矩阵结构的预条件共轭梯度求解器来处理大规模场景。
关键创新:CF-Splat的主要创新在于通过线性化处理场景外观估计问题,显著提高了计算效率和内存使用效率,避免了传统方法的迭代优化过程。
关键设计:在设计中,CF-Splat引入了自适应的球谐正则化,以约束支持不足的高阶球谐系数,并确保解的唯一性。同时,采用了矩阵自由的求解器,避免了构建大型稀疏正常系统的需求。
🖼️ 关键图片
📊 实验亮点
CF-Splat在多个真实数据集上的实验结果显示,其新视图合成质量与最先进的点云方法相当或更优。同时,相比于3DGS,CF-Splat在不同规模场景上的计算时间减少了27.5-378.0倍,GPU内存峰值降低了1.8倍,展现了显著的性能提升。
🎯 应用场景
CF-Splat在机器人感知、虚拟现实和增强现实等领域具有广泛的应用潜力。其高效的场景外观估计能力可以用于实时渲染和动态场景重建,提升用户体验和系统性能。未来,该方法可能推动更复杂场景的实时处理和分析。
📄 摘要(原文)
Splatting-based radiance-field representations have recently gained popularity in robotic perception, enabling high-quality novel-view synthesis (NVS) through explicit scene primitives. However, existing splatting methods typically rely on iterative nonlinear optimization that jointly optimizes millions of coupled primitive parameters, resulting in substantial computation time, peak GPU memory consumption, and susceptibility to local minima. In this paper, we propose CF-Splat, a novel closed-form triangle-splatting framework for efficient scene appearance estimation over a known mesh either pre-existing or provided by upstream mapping or reconstruction pipelines. Our key insight is that, by properly formulating the problem over the given mesh geometry and calibrated cameras, the rendered pixel colors can be expressed linearly with respect to the per-vertex spherical harmonics (SH) coefficients, allowing multi-view scene appearance estimation to be formulated as a global linear least-squares (LLS) problem without the need of iterative nonlinear optimization. To guarantee a well-posed solution under uneven multi-view observation coverage, we introduce adaptive SH regularization that constrains insufficiently supported high-order SH coefficients and yields a unique global minimizer. To ensure the scalability to large-scale scenes, we develop a triangle-structured matrix-free preconditioned conjugate-gradient solver that avoids explicitly constructing the large sparse normal system while producing the same LLS solution. Experiments on diverse real-world datasets demonstrate that CF-Splat achieves competitive or superior NVS quality compared with state-of-the-art splatting methods. While, CF-Splat requires approximately 27.5-378.0 times less computation time and 1.8 times lower peak GPU memory on average than 3DGS across scenes of different scales on a consumer-grade laptop.