arXiv:2507.07733cs.GRcs.CV2025-07被引 12

解决反射物体逆向渲染难题,实现高保真材质与光照分离。

RTR-GS: 3D Gaussian Splatting for Inverse Rendering with Radiance Transfer and Reflection

  • 融合前向辐射传输与延迟反射渲染,分离高频低频外观。
  • 有效避免球谐函数过拟合导致的浮点伪影,提升细节表现。
  • 适合需要精确材质光照分解的3D重建与虚拟重光照场景。

3D Gaussian Splatting(3DGS)在新视角合成方面表现出色,但对反射物体的渲染仍具挑战性,尤其在逆向渲染与重光照任务中。本文提出RTR-GS,一种新型逆向渲染框架,可鲁棒地渲染具有任意反射特性的物体,实现BRDF与光照的解耦,并生成可信的重光照结果。基于多视角图像,该方法通过结合前向渲染的辐射传输与延迟渲染的反射处理,有效恢复几何结构。该混合渲染模型成功分离高频与低频外观,缓解了高频率细节下球谐函数过拟合引发的浮点伪影问题。进一步通过额外的物理基延迟渲染分支优化BRDF与光照解耦。实验表明,该方法在新视角合成、法向估计、分解与重光照性能上均有显著提升,同时保持高效训练与推理过程。

原文摘要 · Abstract (English)

3D Gaussian Splatting (3DGS) has demonstrated impressive capabilities in novel view synthesis. However, rendering reflective objects remains a significant challenge, particularly in inverse rendering and relighting. We introduce RTR-GS, a novel inverse rendering framework capable of robustly rendering objects with arbitrary reflectance properties, decomposing BRDF and lighting, and delivering credible relighting results. Given a collection of multi-view images, our method effectively recovers geometric structure through a hybrid rendering model that combines forward rendering for radiance transfer with deferred rendering for reflections. This approach successfully separates high-frequency and low-frequency appearances, mitigating floating artifacts caused by spherical harmonic overfitting when handling high-frequency details. We further refine BRDF and lighting decomposition using an additional physically-based deferred rendering branch. Experimental results show that our method enhances novel view synthesis, normal estimation, decomposition, and relighting while maintaining efficient training inference process.

逆向渲染3D高斯泼溅材质分解重光照

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