为高反射场景提升渲染质量,用每图元贴图增强高斯点表现力
TextureSplat: Per-Primitive Texture Mapping for Reflective Gaussian Splatting
- 每个高斯图元使用局部贴图表示法线与材质变化
- 在真实光照下重建复杂镜面反射,提升细节保真度
- 利用GPU纹理贴图加速推理,适合工业级实时渲染
高斯点绘(Gaussian Splatting)在高速渲染下展现出优异的新视角合成性能。然而,在复杂捕获场景中进行基于优化的逆向渲染仍具挑战性,尤其在高反射场景中,表面光交互导致复杂的高频镜面辐射分量。我们假设此类复杂情况可通过增强表示能力获益。因此,提出一种基于几何与物理的高斯点辐射场方法,其中法线和材质属性在图元局部空间中可变。通过为每个图元使用局部纹理贴图实现该目标,并利用统一材质纹理图集,借助GPU硬件在测试时加速渲染。代码将公开于 https://github.com/maeyounes/TextureSplat。
原文摘要 · Abstract (English)
Gaussian Splatting have demonstrated remarkable novel view synthesis performance at high rendering frame rates. Optimization-based inverse rendering within complex capture scenarios remains however a challenging problem. A particular case is modelling complex surface light interactions for highly reflective scenes, which results in intricate high frequency specular radiance components. We hypothesize that such challenging settings can benefit from increased representation power. We hence propose a method that tackles this issue through a geometrically and physically grounded Gaussian Splatting borne radiance field, where normals and material properties are spatially variable in the primitive's local space. Using per-primitive texture maps for this purpose, we also propose to harness the GPU hardware to accelerate rendering at test time via unified material texture atlas. Code will be available at https://github.com/maeyounes/TextureSplat
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