arXiv:2411.17067cs.GRcs.CV2024-11CVPR被引 17

用高斯表面元精准重建不透明物体的几何形状

Geometry Field Splatting with Gaussian Surfels

  • 用高斯表面元代替体素,直接渲染几何场
  • 实现连续可微的渲染,避免近似误差
  • 适合处理高光材质,提升复杂表面重建质量

从图像中重建不透明表面是计算机视觉中的长期挑战,近期基于辐射场的体渲染方法重新引发了关注。本文采用最新提出的几何场表示法,针对随机不透明表面建模,并将其转换为体密度。通过将高斯核或表面元(surfels)直接用于几何场的投射,而非体素,实现了对不透明实体的精确重建。首先,我们推导出一种高效且几乎精确的可微渲染算法,无需使用泰勒展开近似,也无需考虑自遮挡问题。其次,针对表面元在几何附近聚集时导致的损失函数不连续问题,提出保证渲染颜色始终为核颜色的连续函数,与排列顺序无关。最后,采用球谐函数编码反射向量而非颜色,更好地建模高光表面。在多个主流数据集上,重建的三维表面质量显著提升。

原文摘要 · Abstract (English)

Geometric reconstruction of opaque surfaces from images is a longstanding challenge in computer vision, with renewed interest from volumetric view synthesis algorithms using radiance fields. We leverage the geometry field proposed in recent work for stochastic opaque surfaces, which can then be converted to volume densities. We adapt Gaussian kernels or surfels to splat the geometry field rather than the volume, enabling precise reconstruction of opaque solids. Our first contribution is to derive an efficient and almost exact differentiable rendering algorithm for geometry fields parameterized by Gaussian surfels, while removing current approximations involving Taylor series and no self-attenuation. Next, we address the discontinuous loss landscape when surfels cluster near geometry, showing how to guarantee that the rendered color is a continuous function of the colors of the kernels, irrespective of ordering. Finally, we use latent representations with spherical harmonics encoded reflection vectors rather than spherical harmonics encoded colors to better address specular surfaces. We demonstrate significant improvement in the quality of reconstructed 3D surfaces on widely-used datasets.

几何重建表面元高光材质可微渲染

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