QUEEN: QUantized Efficient ENcoding of Dynamic Gaussians for Streaming Free-viewpoint Videos

Online free-viewpoint video (FVV) streaming is a challenging problem, which is relatively under-explored. It requires incremental on-the-fly updates to a volumetric representation, fast training and rendering to satisfy real-time constraints and a small memory footprint for efficient transmission. If achieved, it can enhance user experience by enabling novel applications, e.g., 3D video conferencing and live volumetric video broadcast, among others. In this work, we propose a novel framework for QUantized and Efficient ENcoding (QUEEN) for streaming FVV using 3D Gaussian Splatting (3D-GS). QUEEN directly learns Gaussian attribute residuals between consecutive frames at each time-step without imposing any structural constraints on them, allowing for high quality reconstruction and generalizability. To efficiently store the residuals, we further propose a quantization-sparsity framework, which contains a learned latent-decoder for effectively quantizing attribute residuals other than Gaussian positions and a learned gating module to sparsify position residuals. We propose to use the Gaussian viewspace gradient difference vector as a signal to separate the static and dynamic content of the scene. It acts as a guide for effective sparsity learning and speeds up training. On diverse FVV benchmarks, QUEEN outperforms the state-of-the-art online FVV methods on all metrics. Notably, for several highly dynamic scenes, it reduces the model size to just 0.7 MB per frame while training in under 5 sec and rendering at 350 FPS. Project website is at https://research.nvidia.com/labs/amri/projects/queen

Paper

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Peer review

Reviewer 9x867/10 · confidence 4/52024-06-30

Summary

This paper introduces a novel technique, Quantized Efficient Encoding (QUEEN), to achieve streamable free-viewpoint videos. Unlike methods that directly optimize per-frame 3D-GS given multi-view videos, QUEEN learns the residuals of Gaussian attributes between continuous frames by decoding learnable latent embeddings for each 3D Gaussian. Additionally, a quantized decoder technique has been adopted to significantly reduce the size of latent embeddings (except for the embedding of 3D positions), with only a slight or no decrease in rendering performance. As the authors observe that position residuals are sensitive to compression, they introduce a differentiable L0 sparsity penalty (hard concrete gate with learnable parameters) instead of quantizing the position embeddings. Finally, to improve training efficiency and reduce storage requirements, the values of the gates for each frame are initialized using the 2D viewspace Gaussian gradient difference between neighboring frames. Extensive experiments have shown that QUEEN achieves the best training time, model size, and rendering performance compared to state-of-the-art online free-viewpoint video methods.

Strengths

The paper introduces a novel framework, Quantized and Efficient Encoding (QUEEN), which leverages 3D Gaussian Splatting (3D-GS) for streamable free-viewpoint video (FVV). The combination of 3D Gaussian and the quantized optimization is both novel and original. A comprehensive performance analysis of quantization and the sparsity loss has been conducted to validate this technique's design choices and effectiveness. This work provides several key insights for compressing a sequence of 3D Gaussians, achieving the best trade-off between quality, storage, and speed through quantization and sparsification. Compared to state-of-the-art offline and online methods, QUEEN significantly outperforms in training speed, storage efficiency, and rendering speed, while its rendering quality remains comparable to offline methods.

Weaknesses

1. Section 3.2 is difficult to follow due to the absence of preliminary information. There is a lack of detail regarding the quantization process. Specifically, the exact implementation of the quantization that results in more than a 10x size reduction is not provided. A detailed ablation study of the quantization type and the length of latent embeddings would be beneficial. Additionally, since the authors do not claim they will release the code for QUEEN, it is challenging for other researchers to evaluate and validate QUEEN's performance. 2. The ablation results presented in Table 2 are confusing and lack crucial analysis. For instance, it is unclear why the baseline achieves the highest rendering FPS without attribute quantization on the Immersive Dataset, while the same quantization improves the rendering FPS on the N3DV dataset, which appears contradictory. Furthermore, there is no clear explanation for why quantization improves rendering PSNR but results in slower training speeds. Additional analysis is needed to clarify these observations.

Questions

1. Please clarify and add more details about the residual quantization in Section 3.2 to make it easier to follow. It would be beneficial to include an ablation study comparing different quantization methods. Additionally, highlighting any specific technical contributions of this work compared to other quantization approaches would improve the readability and comprehension of this section, or this is just a novel application of quantization technique? 2. Please provide a more detailed analysis of the ablation study results to better understand the key design choices in QUEEN’s framework. This additional analysis will help elucidate how these design choices contribute to the performance and effectiveness of the proposed method.

Rating

7

Confidence

4

Soundness

3

Presentation

3

Contribution

3

Limitations

The authors have addressed the limitations of QUEEN as well as the societal impacts in their supplementary material.

Authorsrebuttal2024-08-14

Thank you for initiating discussions, reviewers and AC. Thank you for the insightful comment. Rendering speed for the Gaussian splatting depends on a wide variety of factors involving total number of Gaussians, their characteristics in terms of position, rotation, scale, and opacity as the rasterization for each tile varies depending on these attributes. Hardware configurations (I/O, OS scheduling, GPU clock fluctuation) can also cause a difference. For a similar number of Gaussians, it is possible for FPS to vary drastically with different attribute distributions which is indeed what we observe for N3DV (Table E-1(b)) based on the different scaling attribute distribution (Figure R2). **Table E-1**: Further analysis on rendering speed. We provide more comparison between the baseline and QUEEN (+Attribute Quantization) on (a) one sequence “flame” from the google immersive datasets and (b) the N3DV datasets. All time measures are in the unit of milliseconds. Storage size in MegaBytes (MB). (a) Sequence “flame” from the google immersive datasets | Config | PSNR (dB) | Storage Size (MB)| Rendering time (ms) / FPS | Decoding Time (ms) / FPS | Num. Gauss. | | ------------------------- | --------- | ----------- | --------------------- | -------------------- | ----------- | | Baseline | 28.14 | 16434 | **4.13 / 242** | N/A | **217K** | | \+ Attribute Quantization | **30.76** | **1030** | 4.47 / 223.9 | 0.43 / 2293 | 240K | | Relative Increase | +9.3% | \-93.7% | +8.1% | N/A | +10.6% | (b) N3DV datasets | Config | PSNR (dB) | StorageSize (MB)| Rendering time (ms) / FPS | Decoding Time (ms) / FPS | Num. Gauss. | | ------------------------- | --------- | ---------- | --------------- | ------------ | ---------- | | Baseline | 31.66 | 13308 | 4.67 / 214 | N/A | **311K** | | \+ Attribute Quantization | **32.04** | **1255** | **3.51 / 285** | 0.43 / 2337 | 311K | | Relative Increase | +1.2% | \-90.8% | \-24.8% | N/A | +0% | Table E-1 shows a more extensive analysis on rendering efficiency and other performance metrics of the baseline and with attribute quantization, for the sequence “flames” in Immersive as well as on the N3DV dataset. On the sequence “flames” of the immersive datasets, we obtain 10.6% more Gaussians (+23k) with the densification process compared to the baseline. This leads to higher rendering time (or lower FPS) (+8.1%) which is increased further due to the additional decoding time (0.43 ms). Our attribute quantization of the Gaussians during training affects the distribution of the attributes, leading to different cloning and splitting during densification (based on viewspace gradients and Gaussian scale attribute) compared to the baseline. This also varies with different scenes depending on the scene changes (e.g., motion and appearance/disappearance of objects). We highlight that the main goal of our paper is to reduce the storage and training time of online free-viewpoint videos (FVVs) while maintaining the reconstruction quality and the efficient real-time rendering speeds brought by Gaussian splatting. Although it is interesting to pursue higher rendering efficiency or controllability, those are not our goal. Our approach does not explicitly control the distribution of the Gaussian attributes or the number of Gaussians, which are the main factors behind rendering speeds. We believe this can be an interesting direction for future work to pursue and we will add discussion in the revision. Furthermore, our method addresses a joint problem of reconstruction and quantization for online FVV, in contrast to a two-step formulation of first reconstruction and then quantization. In the latter case, it is more likely for the system to pay for additional computational cost and some loss of quality. In our case (the former case), a joint formulation shows more potential to achieve a better tradeoff between quality and efficiency, as shown in Tab. D1 as well as recent methods such as [84]. We will add discussion in the revision to better explain our contributions. We appreciate the discussion and we will include it in the revision for future audiences. Furthermore, we will release the codebase to the community to experiment with various types of scenes and discover new insights into the effect of quantization on rendering speeds.

Reviewer 9x862024-08-14

Thanks for authors' thorough analysis of the trade-offs between rendering speed, quality, and quantization. Since my concerns have been fully addressed, I would like to raise my rating to a 7.

Reviewer L5E86/10 · confidence 2/52024-07-09

Summary

This paper presents a novel method for free-viewpoint video learning and streaming based on 3D Gaussian splatting (3DGS). The proposed method learns the attribute residuals of the raw Gaussian points in a frame-by-frame fashion, and the learning process is incorporated with both latent quantization and sparsity regularization. In addition, dynamic contents are identified and separated through Gaussian viewspace gradient difference in order to further accelerate computation. Compared to existing works, the proposed method is able to reduce the memory cost of FVV by a large margin, while preserving high-quality representation capability.

Strengths

* This paper is overall a solid submission. It addresses the challenging problem of FVV encoding and compression. The proposed method is able to a high compression rate while ensuring reconstruction quality. * The authors conduct comprehensive comparisons against state-of-the-art methods. The experiments are convincing. * The paper is overall well-written and easy to follow.

Weaknesses

* The idea of exploiting temporal redundancy via encoding attribute residuals is not new. Although it has not been explored in the context of 3DGS, similar ideas have already been studied in NeRF-based representation, such as [75]. * The proposed method appears to be highly sensitive to hyperparameter tuning, as indicated in Section B, Tables 9 and 10. The authors find it necessary to adjust hyperparameters for different datasets. For instance, the learning rate for position residual learning in Immersive (0.0005) is approximately twice as high as that in N3DV (0.00016). Other hyperparameters, such as gating and quantization parameters, also exhibit significant differences across these datasets.

Questions

None

Rating

6

Confidence

2

Soundness

3

Presentation

3

Contribution

3

Limitations

The authors have discussed the limitation and potential social impact Sec.C and Sec.D of the supplemental document, respecitively.

Reviewer dVjq5/10 · confidence 4/52024-07-10

Summary

This paper proposes a framework called QUEEN, based on Gaussian splatting, for compact free-viewpoint videos. The data size is reduced to around 0.7MB per frame while achieving fast training speeds. QUEEN encodes the Gaussian attribute changes between consecutive frames. Specifically, it uses latent codes to embed the attribute residuals and employs a learnable gating scheme to update only the Gaussians that exhibit movement. The authors also introduce methods such as gate initialization and point cloud initialization for improved performance. The results are promising.

Strengths

QUEEN updates all Gaussian attributes and achieves better performance than those that do not. The position residual gating is introduced to reduce the computational complexity caused by full updating, which is efficient. The entire framework is sound. The authors also provide comprehensive experiments to demonstrate its effectiveness and justify the choice of the combination.

Weaknesses

This experiment was conducted on Neural 3D Videos and Immersive Videos datasets, which feature forward-facing scenes with limited viewing angles. When we talk about free-viewpoint videos, we also expect large freedom for the novel viewpoints. However, this paper does not demonstrate such scenarios, such as 360-degree rendering for dynamic objects. The authors claim that QUEEN is intended for streaming FVVs, but the experiments do not evaluate or demonstrate the "streaming" feature. There is not information that introduces how does the entropy coding work on the quantized integer latents.

Questions

The reviewer suggests that the authors make their claims more accurate, as mentioned in the weaknesses section. Some notations are confusing. \mathbf{l}_i denotes the quantized integer latents, while \mathbf{l}_{p_i} is the learnable pre-gated residual. In line 223, \alpha is learnable parameter. what is the relationship between \alpha and g_i ?

Rating

5

Confidence

4

Soundness

4

Presentation

3

Contribution

3

Limitations

In the limitations section, the authors mention that per-frame training faces challenges in reconstruction capability. It would be helpful if the authors could provide a more detailed explanation.

Reviewer jnXV6/10 · confidence 2/52024-07-12

Summary

This paper introduces QUEEN, a framework designed to enable fast encoding (training) and decoding (rendering) for online free-viewpoint video (FVV) streaming using 3D-GS. Achieving high frame generation quality alongside real-time seamless streaming and rendering is challenging due to the intensive computation and large data volumes involved in this process. Towards this, QUEEN first proposes to apply all attribute residuals, unlike the state-of-the-art works that only use a subset, thereby maintaining high video quality. QUEEN also incorporates several components such as attribute residual quantization and position residual sparsity to accelerate the encoding and rendering process and reduce model size. Additionally, QUEEN leverages inter-frame redundancy, an important feature missed by previous works, to further enhance FVV generation efficiency. The evaluation demonstrates that QUEEN can reduce training time to only 5 seconds and achieve a rendering speed of around 350 FPS with a model size of merely 0.7 MB, all while maintaining near-optimal video quality.

Strengths

+ The paper clearly discusses existing challenges in FVV, presents the proposed solutions logically, and details the evaluation results clearly. + The methodology is robust and the proposed components are thoroughly evaluated. The evaluation results demonstrate substantial improvements in model size and performance.

Weaknesses

- Experimental Settings: The paper lacks details on some crucial experimental settings. For example, the number of bits used for attribute residual quantization is not specified. Similarly, for sparse position residuals, the precision is mentioned as full precision, does that mean fp32? For such case, could using bfloat16 (which reduces model size by half) solve the memory footprint issue without necessarily employing sparsity techniques? - Evaluation Analysis: The analysis of evaluation results is insufficient. For instance, Table 2 (which is not referenced in the text), shows that introducing quantization and sparsity increases the quality (PSNR). Intuitively, these techniques should reduce quality, so an explanation is needed. Additionally, despite introducing extra processing steps (such as quantization, entropy encoding, etc.), training and rendering times do not increase. Detailed analysis/explanation on these evaluation results would be very beneficial. - Perception of Quality: While numerical metrics like PSNR, SSIM, and LPIPS quantify the video quality, they may not fully reflect user perception of quality. A user study, though challenging, would significantly strengthen the paper.

Questions

- Can you provide more details on the experimental settings for attribute residual quantization and sparse position residuals? Specifically, what number of bits is used for quantization, and is fp32 used for sparse position residuals? - Can you explain why introducing quantization and sparsity improves quality (PSNR) and why the training and rendering times do not increase despite the additional processing steps? - Is the receiver/rendering device the same as the encoding device? If the encoded frames/videos are sent to the client side (a different device), shouldn't the rendering be evaluated on a more reasonable device instead of the A100, which is server-level and too powerful for a typical client device? - Can you discuss/study the accuracy-memory trade-off achieved by the quantization and sparsity techniques?

Rating

6

Confidence

2

Soundness

3

Presentation

2

Contribution

3

Limitations

The authors acknowledge the limitation of exploiting inter-frame redundancy for very dynamic videos, which is reasonable. However, the paper evaluates video quality solely using metrics like PSNR and SSIM, which may not fully capture the viewing experience. Including a user experience study would provide a more comprehensive evaluation and strengthen the paper's conclusions. Also, including the accuracy-memory trade-off study with quantization and sparsity would be beneficial.

Area Chair 6sVo2024-08-09

Dear reviewers, do the authors' responses answer your questions or address your concerns? Thanks.

Area Chair 6sVo2024-08-12

Dear reviewers, as we approach the final two days, please take a moment to review the author's responses and join the discussion. Thank you!

Area Chair 6sVo2024-08-14

Dear reviewers, the authors are eagerly awaiting your response. The author-reviewer discussion closes on Aug 13 at 11:59 pm AoE. Thanks!

Reviewer 9x862024-08-09

Thank you for the detailed reply. Most of my concerns have been addressed. However, I remain unclear about the significant decrease in FPS on the Immersive dataset, as shown in Table 2. Could the authors please clarify why a more aggressive Gaussian densification has a different impact on the baseline compared to the baseline with attribute quantization? I would appreciate further elaboration on this point.

Area Chair 6sVo2024-08-10

Thank you for the discussion. Any other thoughts from other reviewers?

Program Chairsdecision2024-09-25

Decision

Accept (poster)

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