arXiv:2504.18468cs.CV2025-04被引 3

改进高光渲染效果,让2D高斯点云更真实、可编辑。

RGS-DR: Deferred Reflections and Residual Shading in 2D Gaussian Splatting

  • 采用延迟着色与残差高光修正,提升镜面细节。
  • 在三个数据集上实现更清晰的高光和材质表现。
  • 适合需要真实感渲染与材质编辑的视觉应用。

本文针对基于2D高斯点云的逆向渲染中镜面外观问题,提出一种结合延迟着色与残差高光修正的优化流程。该方法在估计可编辑材质属性与环境光照的同时,引入方向性残差通道,以捕捉残留的视角依赖效应,进一步提升新视角合成质量。相比传统基于每个高斯的短轴法向与法向残差的着色方式,像素级延迟表面元(surfels)结合镜面残差的方案,在保持几何稳定性的前提下,显著提升了高光锐度、材质清洁度及可编辑性。我们在包含光泽物体的三个主流数据集上评估了渲染与重建质量,并展示了高质量的再光照与材质编辑能力。

原文摘要 · Abstract (English)

In this work, we address specular appearance in inverse rendering using 2D Gaussian splatting with deferred shading and argue for a refinement stage to improve specular detail, thereby bridging the gap with reconstruction-only methods. Our pipeline estimates editable material properties and environment illumination while employing a directional residual pass that captures leftover view-dependent effects for further refining novel view synthesis. In contrast to per-Gaussian shading with shortest-axis normals and normal residuals, which tends to result in more noisy geometry and specular appearance, a pixel-deferred surfel formulation with specular residuals yields sharper highlights, cleaner materials, and improved editability. We evaluate our approach on rendering and reconstruction quality on three popular datasets featuring glossy objects, and also demonstrate high-quality relighting and material editing.

2D高斯镜面渲染延迟着色材质编辑

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