arXiv:2412.19282cs.CV2024-12中稿 · ICLR被引 45

实现反射物体实时高质量渲染,首次在高斯点云中支持真实光照交互。

Reflective Gaussian Splatting

  • 基于物理的延迟渲染,用分段求和近似建模像素级材质属性。
  • 首次在高斯点云中实现光照互反射,显著提升反射物体真实感。
  • 兼容非反射场景,支持重光照与编辑,适合真实世界三维重建应用。

新视角合成因基于NeRF和3DGS的方法不断进步而取得显著进展,但反射物体重建仍具挑战,缺乏兼顾实时性、高质量渲染与光照互反射的解决方案。为此,我们提出反射高斯点云(Ref-Gaussian)框架,包含两个核心组件:(I) 物理基础的延迟渲染,通过分段求和近似,在像素级引入材质属性;(II) 基于高斯的光照互反射机制,首次在高斯点云框架中实现互反射函数。为增强几何建模,我们引入材质感知法向传播、初始每高斯着色阶段及2D高斯基元。在标准数据集上的大量实验表明,Ref-Gaussian在量化指标、视觉质量与计算效率上均优于现有方法。进一步验证其可统一处理反射与非反射场景,超越仅针对反射场景的旧方案,并支持重光照、编辑等更多应用。

原文摘要 · Abstract (English)

Novel view synthesis has experienced significant advancements owing to increasingly capable NeRF- and 3DGS-based methods. However, reflective object reconstruction remains challenging, lacking a proper solution to achieve real-time, high-quality rendering while accommodating inter-reflection. To fill this gap, we introduce a Reflective Gaussian splatting (Ref-Gaussian) framework characterized with two components: (I) Physically based deferred rendering that empowers the rendering equation with pixel-level material properties via formulating split-sum approximation; (II) Gaussian-grounded inter-reflection that realizes the desired inter-reflection function within a Gaussian splatting paradigm for the first time. To enhance geometry modeling, we further introduce material-aware normal propagation and an initial per-Gaussian shading stage, along with 2D Gaussian primitives. Extensive experiments on standard datasets demonstrate that Ref-Gaussian surpasses existing approaches in terms of quantitative metrics, visual quality, and compute efficiency. Further, we show that our method serves as a unified solution for both reflective and non-reflective scenes, going beyond the previous alternatives focusing on only reflective scenes. Also, we illustrate that Ref-Gaussian supports more applications such as relighting and editing.

三维重建高斯点云反射建模实时渲染

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