让3D高斯点阵支持畸变相机和次级光线,兼顾效率与真实感。
3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting
- 用无迹变换替代传统投影,可精确处理任意非线性投影
- 支持滚动快门等时变畸变,渲染速度比追踪法快得多
- 统一框架下实现反射折射等次级光照效果,适合影视级渲染
3D高斯点阵(3DGS)可在消费级硬件上高效重建复杂场景并实现实时高保真渲染。但因其基于光栅化的形式,仅支持理想针孔相机,且无法支持次级光照效应。现有方法通过追踪粒子解决此问题,但显著降低渲染速度。本文提出3D高斯无迹变换(3DGUT),将EWA点阵公式替换为无迹变换,通过协方差点近似粒子,在任意非线性投影函数下可精确投影。该改进使3DGS能轻松支持含时变畸变(如滚动快门)的畸变相机,同时保持光栅化效率。此外,我们对渲染公式进行统一设计,使其与追踪类方法兼容,从而在相同3D表示中实现反射、折射等次级光线追踪效果。代码已开源:https://github.com/nv-tlabs/3dgrut。
原文摘要 · Abstract (English)
3D Gaussian Splatting (3DGS) enables efficient reconstruction and high-fidelity real-time rendering of complex scenes on consumer hardware. However, due to its rasterization-based formulation, 3DGS is constrained to ideal pinhole cameras and lacks support for secondary lighting effects. Recent methods address these limitations by tracing the particles instead, but, this comes at the cost of significantly slower rendering. In this work, we propose 3D Gaussian Unscented Transform (3DGUT), replacing the EWA splatting formulation with the Unscented Transform that approximates the particles through sigma points, which can be projected exactly under any nonlinear projection function. This modification enables trivial support of distorted cameras with time dependent effects such as rolling shutter, while retaining the efficiency of rasterization. Additionally, we align our rendering formulation with that of tracing-based methods, enabling secondary ray tracing required to represent phenomena such as reflections and refraction within the same 3D representation. The source code is available at: https://github.com/nv-tlabs/3dgrut.
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