让3D高斯点云实现高效全局光照,支持实时渲染与编辑。
3D Gaussian Inverse Rendering with Approximated Global Illumination
- 用屏幕空间光线追踪近似间接光照,捕捉一跳漫反射。
- 实测支持实时渲染,且保持高斯点云可编辑性。
- 适合需要真实光照的3D重建与交互应用开发者。
3D高斯点云在重建逼真三维场景方面展现出巨大潜力,但通常将光照信息烘焙进表示中,限制了其在基于物理的渲染和场景编辑中的应用。尽管近期逆向渲染方法尝试将场景分解为材质与光照成分,但常依赖简化假设,在编辑时表现不佳。本文提出一种新方法,通过屏幕空间光线追踪实现3D高斯点云的高效全局光照。核心洞察是:大量间接光可追溯至当前视锥内可见表面。基于此,我们通过蒙特卡洛屏幕空间光线追踪,补充3D高斯点云的直接着色,以捕获一跳间接光照。该方法在不牺牲计算效率与可编辑性的前提下,实现了逼真的全局光照效果。实验表明,所采用的屏幕空间近似可支持实时渲染与编辑。代码、数据及模型将在项目主页公开:https://wuzirui.github.io/gs-ssr。
原文摘要 · Abstract (English)
3D Gaussian Splatting shows great potential in reconstructing photo-realistic 3D scenes. However, these methods typically bake illumination into their representations, limiting their use for physically-based rendering and scene editing. Although recent inverse rendering approaches aim to decompose scenes into material and lighting components, they often rely on simplifying assumptions that fail when editing. We present a novel approach that enables efficient global illumination for 3D Gaussians Splatting through screen-space ray tracing. Our key insight is that a substantial amount of indirect light can be traced back to surfaces visible within the current view frustum. Leveraging this observation, we augment the direct shading computed by 3D Gaussians with Monte-Carlo screen-space ray-tracing to capture one-bounce indirect illumination. In this way, our method enables realistic global illumination without sacrificing the computational efficiency and editability benefits of 3D Gaussians. Through experiments, we show that the screen-space approximation we utilize allows for indirect illumination and supports real-time rendering and editing. Code, data, and models will be made available at our project page: https://wuzirui.github.io/gs-ssr.
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