arXiv:2507.15629cs.GRcs.CV2025-07ICCV被引 15

用离散SDF提升高斯点云的可光照重渲染能力,无需额外显存。

Gaussian Splatting with Discretized SDF for Relightable Assets

  • 将SDF离散编码到每个高斯点中,实现几何约束
  • 通过投影一致性损失保持离散采样与真实SDF一致
  • 比现有方法更优,且不增加内存开销

3D高斯点云(3DGS)在新视角合成任务中展现出强表达力和高效渲染速度。但在逆向渲染中仍面临挑战,因高斯基元的离散性难以施加几何约束。近期工作引入连续的有符号距离场(SDF)作为额外表示来正则化高斯定义的几何结构,提升了分解质量,但增加了内存占用并复杂化训练过程。本文提出一种离散SDF表示方法,将连续SDF以采样值形式编码到每个高斯点中,通过SDF-to-opacity转换将SDF与高斯透明度关联,实现基于点云的SDF渲染,避免射线步进计算开销。关键挑战在于如何使离散采样与底层SDF保持一致,因离散表示难以使用梯度约束(如Eikonal损失)。为此,本文将高斯点投影到SDF的零等值面,并强制其与点云渲染表面对齐,引入基于投影的一致性损失。得益于离散化设计,本方法在无需额外内存的情况下实现了更高保真度的可光照重渲染效果,且避免了复杂的人工优化设计。实验表明,该方法优于现有基于高斯的逆向渲染方法。

原文摘要 · Abstract (English)

3D Gaussian splatting (3DGS) has shown its detailed expressive ability and highly efficient rendering speed in the novel view synthesis (NVS) task. The application to inverse rendering still faces several challenges, as the discrete nature of Gaussian primitives makes it difficult to apply geometry constraints. Recent works introduce the signed distance field (SDF) as an extra continuous representation to regularize the geometry defined by Gaussian primitives. It improves the decomposition quality, at the cost of increasing memory usage and complicating training. Unlike these works, we introduce a discretized SDF to represent the continuous SDF in a discrete manner by encoding it within each Gaussian using a sampled value. This approach allows us to link the SDF with the Gaussian opacity through an SDF-to-opacity transformation, enabling rendering the SDF via splatting and avoiding the computational cost of ray marching.The key challenge is to regularize the discrete samples to be consistent with the underlying SDF, as the discrete representation can hardly apply the gradient-based constraints (\eg Eikonal loss). For this, we project Gaussians onto the zero-level set of SDF and enforce alignment with the surface from splatting, namely a projection-based consistency loss. Thanks to the discretized SDF, our method achieves higher relighting quality, while requiring no extra memory beyond GS and avoiding complex manually designed optimization. The experiments reveal that our method outperforms existing Gaussian-based inverse rendering methods. Our code is available at https://github.com/NK-CS-ZZL/DiscretizedSDF.

3D重建逆向渲染高斯点云SDF

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