arXiv:2411.00356cs.GRcs.CV2024-11被引 6

用物理光照模型实现从低频到高频的全身人像光影重渲染

All-frequency Full-body Human Image Relighting

  • 将环境光分解为固定数量的面光源,分两阶段重建光照
  • 可精准还原真实环境中产生的高低频阴影与明暗变化
  • 适合需要高保真光影编辑的影视、虚拟试衣场景

人像光影重渲染可实现照片拍摄后的灯光效果后期编辑。现有主流方法依赖神经网络近似光照效果,未显式考虑物理阴影原理,难以表现高频阴影与明暗。本文提出一种两阶段重渲染方法,能从低频到高频复现基于物理的阴影与明暗。核心思想是用一组固定数量的面光源近似环境光。第一阶段通过单图监督逆向渲染,利用神经网络计算物理光照;第二阶段对每个面光源计算软阴影并叠加生成最终图像。我们提出使软阴影映射对面光源近似可微。实验表明,该方法能逼真还原由环境光引起的全频段阴影与明暗,这是以往方法难以实现的。

原文摘要 · Abstract (English)

Relighting of human images enables post-photography editing of lighting effects in portraits. The current mainstream approach uses neural networks to approximate lighting effects without explicitly accounting for the principle of physical shading. As a result, it often has difficulty representing high-frequency shadows and shading. In this paper, we propose a two-stage relighting method that can reproduce physically-based shadows and shading from low to high frequencies. The key idea is to approximate an environment light source with a set of a fixed number of area light sources. The first stage employs supervised inverse rendering from a single image using neural networks and calculates physically-based shading. The second stage then calculates shadow for each area light and sums up to render the final image. We propose to make soft shadow mapping differentiable for the area-light approximation of environment lighting. We demonstrate that our method can plausibly reproduce all-frequency shadows and shading caused by environment illumination, which have been difficult to reproduce using existing methods.

人像重光照物理渲染面光源建模

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