用统一光照模型提升复杂材质逆渲染效果
GUS-IR: Gaussian Splatting with Unified Shading for Inverse Rendering
- 提出统一光照方案,融合前向与延迟着色优势
- 改进3D高斯点法的法向建模,提升几何重建精度
- 优化环境光遮蔽计算,更好处理间接光照
从图像中恢复场景的固有物理属性,即逆渲染问题,是计算机视觉与图形学中的核心挑战。本文提出GUS-IR框架,针对具有粗糙与光泽表面的复杂场景解决逆渲染问题。通过分析比较前向着色与延迟着色在复杂材质处理中的表现,提出一种统一着色方案,结合两者优点实现更优分解。同时,分析3D高斯喷洒(3DGS)中的法向建模,采用每个粒子最短轴作为法向,并引入深度相关正则化,显著改善几何表示与形状重建。此外,改进GS-IR提出的基于探针烘焙方案,实现更精确的环境光遮蔽建模,以更好处理间接照明。大量实验表明,GUS-IR在精确的固有属性分解与几何表示方面表现卓越,可支持重光照、修饰等下游任务。
原文摘要 · Abstract (English)
Recovering the intrinsic physical attributes of a scene from images, generally termed as the inverse rendering problem, has been a central and challenging task in computer vision and computer graphics. In this paper, we present GUS-IR, a novel framework designed to address the inverse rendering problem for complicated scenes featuring rough and glossy surfaces. This paper starts by analyzing and comparing two prominent shading techniques popularly used for inverse rendering, forward shading and deferred shading, effectiveness in handling complex materials. More importantly, we propose a unified shading solution that combines the advantages of both techniques for better decomposition. In addition, we analyze the normal modeling in 3D Gaussian Splatting (3DGS) and utilize the shortest axis as normal for each particle in GUS-IR, along with a depth-related regularization, resulting in improved geometric representation and better shape reconstruction. Furthermore, we enhance the probe-based baking scheme proposed by GS-IR to achieve more accurate ambient occlusion modeling to better handle indirect illumination. Extensive experiments have demonstrated the superior performance of GUS-IR in achieving precise intrinsic decomposition and geometric representation, supporting many downstream tasks (such as relighting, retouching) in computer vision, graphics, and extended reality.
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