系统仿真学报 ›› 2026, Vol. 38 ›› Issue (6): 1535-1566.doi: 10.16182/j.issn1004731x.joss.25-1144
李洪安1,2, 杨嘉乐1, 刘庆芳3, 石郁4
收稿日期:2025-11-20
修回日期:2026-02-10
出版日期:2026-06-25
发布日期:2026-06-26
通讯作者:
刘庆芳
第一作者简介:李洪安(1978-),男,副教授,博士,研究方向为计算机图形学、可视媒体计算。
基金资助:Li Hong'an1,2, Yang Jiale1, Liu Qingfang3, Shi Yu4
Received:2025-11-20
Revised:2026-02-10
Online:2026-06-25
Published:2026-06-26
Contact:
Liu Qingfang
摘要:
三维高斯泼溅(3D Gaussian splatting, 3DGS)从显式表示的角度为新视角合成提供了另一种思路,使用3D高斯基元重建场景并通过基于点的光栅化过程替代传统的光线积分,不仅提高了训练和渲染效率,也为复杂场景重建提供了新的思路。将基于3DGS的复杂场景重建方法划分三大类,围绕大规模场景、稀疏视角和动态场景这3类方向进行展开描述,回顾了该领域的发展现状,并指出未来可能的研究方向。
中图分类号:
李洪安,杨嘉乐,刘庆芳等 . 基于高斯泼溅的复杂场景重建研究现状与展望[J]. 系统仿真学报, 2026, 38(6): 1535-1566.
Li Hong'an,Yang Jiale,Liu Qingfang,et al . Current Status and Prospects of Complex Scene Reconstruction Based on Gaussian Splatting[J]. Journal of System Simulation, 2026, 38(6): 1535-1566.
表8
Mill19和UrbanScene3D数据集的训练资源消耗
| 方法 | Building | Rubble | Residence | Sci-Art | ||||
|---|---|---|---|---|---|---|---|---|
| 训练时间 | 内存/GB | 训练时间 | 内存/GB | 训练时间 | 内存/GB | 训练时间 | 内存/GB | |
| MegaNeRF | 19 h 49 min | 5.84 | 30 h 48 min | 5.88 | 27 h 20 min | 5.99 | 27 h 39 min | 5.97 |
| SwitchNeRF[ | 24 h 46 min | 5.84 | 38 h 30 min | 5.87 | 35 h 11 min | 5.94 | 34 h 34 min | 5.92 |
| 3DGS | 21 h 37 min | 4.62 | 18 h 40 min | 2.18 | 23 h 13 min | 3.23 | 21 h 33 min | 1.61 |
| VastGaussian | 3 h 26 min | 3.07 | 2.74 | 3 h 12 min | 2 h 33 min | 3.54 | ||
| DoGaussian | 2 h 25 min | 6.11 | ||||||
表9
Mill19数据集大规模场景重建结果
| 方法 | Mill 19 Building | Mill 19 Rubble | ||||
|---|---|---|---|---|---|---|
| SSIM | PSNR | LPIPS | SSIM | PSNR | LPIPS | |
| MegaNeRF | 0.547 | 20.93 | 0.504 | 0.553 | 24.06 | 0.516 |
| SwitchNeRF | 0.579 | 21.54 | 0.474 | 0.562 | 24.31 | 0.496 |
| 3DGS | 0.720 | 20.46 | 0.305 | 0.777 | 25.47 | 0.277 |
| VastGaussian | 23.50 | 0.130 | 26.92 | 0.132 | ||
| CityGaussian | 0.778 | 21.55 | 0.246 | 0.813 | 25.77 | 0.228 |
| DoGaussian | 0.759 | 22.73 | 0.204 | 0.765 | 25.78 | 0.257 |
| Momentum-GS | 0.815 | 0.827 | ||||
表10
UrbanScene3D数据集大规模场景重建结果
| 方法 | Residence | Sci-Art | ||||
|---|---|---|---|---|---|---|
| SSIM | PSNR | LPIPS | SSIM | PSNR | LPIPS | |
| MegaNeRF | 0.628 | 22.08 | 0.489 | 0.770 | 25.60 | 0.390 |
| SwitchNeRF | 0.654 | 0.457 | 0.795 | 0.360 | ||
| 3DGS | 0.791 | 21.44 | 0.236 | 0.830 | 21.05 | 0.242 |
| VastGaussian | 0.852 | 24.25 | 0.124 | 0.885 | 26.81 | 0.121 |
| CityGaussian | 0.813 | 22.00 | 0.211 | 0.837 | 21.39 | 0.230 |
| DoGaussian | 0.740 | 21.94 | 0.244 | 0.804 | 24.42 | 0.219 |
| Momentum-GS | 22.21 | 23.02 | ||||
表11
稀疏视角重建结果在LLFF数据集上的定量比较
| 方法 | 3视角 | 6视角 | 9视角 | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| SSIM | PSNR | LPIPS | SSIM | PSNR | LPIPS | SSIM | PSNR | LPIPS | |||
| RegNeRF[ | 0.587 | 19.08 | 0.336 | 0.760 | 23.10 | 0.206 | 0.820 | 24.86 | 0.161 | ||
| FreeNeRF[ | 0.612 | 19.63 | 0.308 | 0.779 | 23.73 | 0.195 | 0.827 | 25.13 | 0.160 | ||
| 3DGS | 0.649 | 19.22 | 0.229 | 0.814 | 23.80 | 0.125 | 0.860 | 25.44 | 0.096 | ||
| DNGaussian | 0.591 | 19.12 | 0.294 | 0.717 | 22.01 | 0.246 | 0.741 | 22.62 | 0.244 | ||
| FSGS | 0.682 | 20.43 | 0.248 | 0.823 | 24.09 | 0.145 | 0.860 | 25.31 | 0.122 | ||
| COR-GS | 0.712 | 20.45 | 24.49 | 26.06 | 0.089 | ||||||
| DropGaussian | 0.200 | 0.117 | |||||||||
| SE-GS | 0.724 | 20.79 | 0.183 | 0.839 | 24.78 | 0.110 | 0.878 | 26.36 | 0.084 | ||
表12
稀疏视角重建结果在DTU数据集上的定量比较
| 方法 | 3视角 | 6视角 | 9视角 | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| SSIM | PSNR | LPIPS | SSIM | PSNR | LPIPS | SSIM | PSNR | LPIPS | |||
| 3DGS | 0.804 | 17.67 | 0.158 | 0.894 | 23.69 | 0.086 | 0.941 | 26.80 | 0.050 | ||
| DNGaussian | 0.776 | 18.57 | 0.178 | 0.862 | 22.56 | 0.114 | 0.917 | 25.25 | 0.077 | ||
| FSGS | 0.822 | 17.84 | 0.161 | 0.905 | 23.68 | 0.096 | 0.941 | 26.17 | 0.064 | ||
| COR-GS | |||||||||||
| SE-GS | 0.857 | 19.24 | 0.132 | 0.924 | 25.28 | 0.073 | 0.958 | 28.08 | 0.043 | ||
表16
复杂场景下 3DGS 改进方法的核心机理与代价权衡汇总
| 大类 | 子类别 | 核心设计机理 | 系统代价 | 适用边界 |
|---|---|---|---|---|
大规模 场景 | 空间划分/加速 | 几何解耦与并行优化 | 块间一致性维护困难 | 适用于场景几何基本静态的重建任务,在存在显著动态变化时,块间一致性难以维持 |
| 外观一致性 | 跨视角/环境光照解耦 | 增加的外观约束模块 | 适用于光照条件变化相对缓慢的场景,在剧烈光照变化或频繁曝光切换下效果显著下降 | |
| 层级LOD结构 | 感知驱动的多尺度管理 | 树结构更新与内存寻址开销 | 适用于视距分布相对稳定的应用场景,在快速视角切换或频繁尺度跳变时性能受限 | |
| 稀疏视角 | 几何正则化 | 几何先验与一致性约束 | 重度依赖初始化精度 | 适用于中低密度观测条件,在极端稀疏视角下重建稳定性明显下降 |
| 生成式/视觉先验 | 生成式迁移和视角先验知识 | 推理负荷显著 | 适用于语义结构相对稳定的场景,对高频细节与真实纹理还原能力有限 | |
| 动态场景 | 变形场重建 | 连续形变重建 | 底层受限于拓扑连续性 | 适用于低速、连续形变目标,对拓扑突变或非连续形变适应性不足 |
| 运动重建 | 显式时空一致性与运动关联 | 梯度流复杂,计算复杂度大幅上升 | 适用于中低速运动场景,在高速或强非线性运动条件下易出现不稳定 | |
| 高效存储/加速 | 利用属性量化与冗余剔除 | 存储开销下降,可能引发精度下降 | 适用于高实时性需求的应用场景,对重建精度要求较高的任务并不适用 | |
| 物理感知重建 | 引入物理规律优化 | 参数辨识复杂,计算负荷高 | 适用于高精度物理一致性重建,难以满足实时或低延迟应用需求 |
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