arXiv:2503.12284cs.CV2025-03被引 4

用射线追踪和网格控制高斯点云,实现可编辑的3D场景渲染。

REdiSplats: Ray Tracing for Editable Gaussian Splatting

  • 用网格参数化平面高斯分布,通过调整顶点控制渲染效果。
  • 支持光照变化、物理模拟与手动编辑,兼容Blender等3D工具。
  • 结合射线追踪与传统高斯点云优势,提升可编辑性与真实感。

高斯点云(Gaussian Splatting, GS)已成为重要的神经渲染算法,通过可训练的颜色与不透明度表示3D场景,实现高质量快速渲染。然而,其难以融入多变光照条件(如阴影、反射)、人工调整及物理引擎。近期有研究尝试将射线追踪或网格引入GS以缓解部分问题,但尚未同时解决所有局限。为此,本文提出REdiSplats,采用射线追踪与基于网格的平面高斯表示。实践中,场景通过由网格参数化的平面高斯分布建模,利用快速射线追踪并可通过调整网格顶点控制高斯修改。该方法支持光照建模、手动调整与物理仿真,并能使用Blender或Nvdiffrast等3D工具进行渲染,实现与现有网格类图形技术无缝集成。

原文摘要 · Abstract (English)

Gaussian Splatting (GS) has become one of the most important neural rendering algorithms. GS represents 3D scenes using Gaussian components with trainable color and opacity. This representation achieves high-quality renderings with fast inference. Regrettably, it is challenging to integrate such a solution with varying light conditions, including shadows and light reflections, manual adjustments, and a physical engine. Recently, a few approaches have appeared that incorporate ray-tracing or mesh primitives into GS to address some of these caveats. However, no such solution can simultaneously solve all the existing limitations of the classical GS. Consequently, we introduce REdiSplats, which employs ray tracing and a mesh-based representation of flat 3D Gaussians. In practice, we model the scene using flat Gaussian distributions parameterized by the mesh. We can leverage fast ray tracing and control Gaussian modification by adjusting the mesh vertices. Moreover, REdiSplats allows modeling of light conditions, manual adjustments, and physical simulation. Furthermore, we can render our models using 3D tools such as Blender or Nvdiffrast, which opens the possibility of integrating them with all existing 3D graphics techniques dedicated to mesh representations.

高斯点云射线追踪可编辑渲染3D建模

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