arXiv:2412.15867cs.CV2024-12被引 64

提出可精确模拟光反射的3D高斯点渲染方法,提升材质与光照重建质量。

IRGS: Inter-Reflective Gaussian Splatting with 2D Gaussian Ray Tracing

  • 用可微分2D高斯射线追踪直接计算入射辐射,不简化渲染方程
  • 在多个基准上实现复杂反射效果的准确建模,优于现有方法
  • 适合需要高保真光照重建的场景编辑与逆向渲染任务

在逆向渲染中,准确建模可见性与入射光的间接辐射对捕捉次级效应至关重要。由于缺乏高效的高斯射线追踪器,以往基于3DGS的方法要么采用简化的渲染方程,要么使用可学习参数近似入射光,导致材质和光照估计不准确。为此,我们提出互反射高斯点渲染(IRGS)用于逆向渲染。为捕捉互反射,我们在不简化渲染方程的前提下,利用提出的可微分2D高斯射线追踪实时计算入射辐射。此外,我们设计了一种高效优化方案以应对蒙特卡洛采样带来的计算压力。同时,提出一种新策略,在重新照明已优化场景时查询间接辐射。大量实验在多个标准基准上验证了IRGS的有效性,证明其能够准确建模复杂的互反射效应。

原文摘要 · Abstract (English)

In inverse rendering, accurately modeling visibility and indirect radiance for incident light is essential for capturing secondary effects. Due to the absence of a powerful Gaussian ray tracer, previous 3DGS-based methods have either adopted a simplified rendering equation or used learnable parameters to approximate incident light, resulting in inaccurate material and lighting estimations. To this end, we introduce inter-reflective Gaussian splatting (IRGS) for inverse rendering. To capture inter-reflection, we apply the full rendering equation without simplification and compute incident radiance on the fly using the proposed differentiable 2D Gaussian ray tracing. Additionally, we present an efficient optimization scheme to handle the computational demands of Monte Carlo sampling for rendering equation evaluation. Furthermore, we introduce a novel strategy for querying the indirect radiance of incident light when relighting the optimized scenes. Extensive experiments on multiple standard benchmarks validate the effectiveness of IRGS, demonstrating its capability to accurately model complex inter-reflection effects.

逆向渲染高斯点光照建模反射模拟

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