Efficient and realistic crowd rendering is an important element of many real-time graphics applications such as Virtual Reality (VR) and games. To this end, Levels of Detail (LOD) avatar representations such as polygonal meshes, image-based impostors, and point clouds have been proposed and evaluated. More recently, 3D Gaussian Splatting has been explored as a potential method for real-time crowd rendering. In this paper, we present a two-alternative forced choice (2AFC) experiment that aims to determine the perceived quality of 3D Gaussian avatars. Three factors were explored: Motion, LOD (i.e., #Gaussians), and the avatar height in Pixels (corresponding to the viewing distance). Participants viewed pairs of animated 3D Gaussian avatars and were tasked with choosing the most detailed one. Our findings can inform the optimization of LOD strategies in Gaussian-based crowd rendering, thereby helping to achieve efficient rendering while maintaining visual quality in real-time applications.
翻译:高效且逼真的人群渲染是许多实时图形应用(如虚拟现实和游戏)中的重要组成部分。为此,人们提出并评估了多种细节层次(LOD)化身表示方法,例如多边形网格、基于图像的替身和点云。最近,3D高斯泼溅作为一种潜在的实时人群渲染方法被探索。本文提出了一项二选一强制选择实验,旨在确定3D高斯化身的感知质量。我们探讨了三个因素:运动、LOD(即高斯数量)以及化身在屏幕上的像素高度(对应观察距离)。参与者观看成对播放的动画3D高斯化身,并负责选择细节更丰富的一个。我们的研究结果可为基于高斯的人群渲染中LOD策略的优化提供参考,从而有助于在实时应用中实现高效渲染的同时保持视觉质量。