Abstract:Despite their output being ultimately consumed by human viewers, 3D Gaussian Splatting (3DGS) methods often rely on ad-hoc combinations of pixel-level losses, resulting in blurry renderings. To address this, we systematically explore perceptual optimization strategies for 3DGS by searching over a diverse set of distortion losses. We conduct the first-of-its-kind large-scale human subjective study on 3DGS, involving 39,320 pairwise ratings across several datasets and 3DGS frameworks. A regularized version of Wasserstein Distortion, which we call WD-R, emerges as the clear winner, excelling at recovering fine textures without incurring a higher splat count. WD-R is preferred by raters more than $2.3\times$ over the original 3DGS loss, and $1.5\times$ over current best method Perceptual-GS. WD-R also consistently achieves state-of-the-art LPIPS, DISTS, and FID scores across various datasets, and generalizes across recent frameworks, such as Mip-Splatting and Scaffold-GS, where replacing the original loss with WD-R consistently enhances perceptual quality within a similar resource budget (number of splats for Mip-Splatting, model size for Scaffold-GS), and leads to reconstructions being preferred by human raters $1.8\times$ and $3.6\times$, respectively. We also find that this carries over to the task of 3DGS scene compression, with $\approx 50\%$ bitrate savings for comparable perceptual metric performance.
Abstract:The Fourier Basis Density Model (FBM) was recently introduced as a flexible probability model for band-limited distributions, i.e. ones which are smooth in the sense of having a characteristic function with limited support around the origin. Its density and cumulative distribution functions can be efficiently evaluated and trained with stochastic optimization methods, which makes the model suitable for deep learning applications. However, the model lacked support for sampling. Here, we introduce a method inspired by discretization--interpolation methods common in Digital Signal Processing, which directly take advantage of the band-limited property. We review mathematical properties of the FBM, and prove quality bounds of the sampled distribution in terms of the total variation (TV) and Wasserstein--1 divergences from the model. These bounds can be used to inform the choice of hyperparameters to reach any desired sample quality. We discuss these results in comparison to a variety of other sampling techniques, highlighting tradeoffs between computational complexity and sampling quality.
Abstract:Inspired by the success of generative image models, recent work on learned image compression increasingly focuses on better probabilistic models of the natural image distribution, leading to excellent image quality. This, however, comes at the expense of a computational complexity that is several orders of magnitude higher than today's commercial codecs, and thus prohibitive for most practical applications. With this paper, we demonstrate that by focusing on modeling visual perception rather than the data distribution, we can achieve a very good trade-off between visual quality and bit rate similar to "generative" compression models such as HiFiC, while requiring less than 1% of the multiply-accumulate operations (MACs) for decompression. We do this by optimizing C3, an overfitted image codec, for Wasserstein Distortion (WD), and evaluating the image reconstructions with a human rater study. The study also reveals that WD outperforms other perceptual quality metrics such as LPIPS, DISTS, and MS-SSIM, both as an optimization objective and as a predictor of human ratings, achieving over 94% Pearson correlation with Elo scores.