用高斯表面元实现高效可微光照传输,支持真实光影重渲染与几何重建。
Differentiable Light Transport with Gaussian Surfels via Adapted Radiosity for Efficient Relighting and Geometry Reconstruction
- 基于球谐系数空间的高斯表面元,结合改进辐射度理论建模光照传输。
- 在稀疏数据下实现优于基线的几何重建、视角合成与光照重渲染效果。
- 支持视点无关渲染,全局光照计算达数百帧每秒,适合实时应用。
辐射场在新视角合成和几何重建中取得巨大成功,尤其得益于高斯点阵技术。然而,其牺牲了材质反射特性和光照条件建模,导致几何歧义且难以实现重渲染。以往方法虽尝试引入物理渲染,但全量全局光照在优化内循环中成本过高。现有工作虽通过简化提升效率,却降低了准确性。本文采用高斯表面元作为基础单元,借鉴经典辐射度理论构建高效的可微光照传输框架。整个系统在球谐系数空间中运行,支持漫反射与镜面材质。我们扩展辐射度理论以处理非二值可见性及半透明物体,提出新型求解器实现光照传输的高效计算,并推导出反向传播梯度,优于自动微分。推理阶段实现视点无关渲染,光照传输无需随视角重算,全局光照效果可达数百帧每秒,包括使用球谐表示的视点依赖反射。大量定性与定量实验表明,在相对稀疏数据集(已知或未知光照条件)下,本方法在几何重建、视角合成与重渲染方面均优于先前逆渲染或数据驱动基线。
原文摘要 · Abstract (English)
Radiance fields have gained tremendous success with applications ranging from novel view synthesis to geometry reconstruction, especially with the advent of Gaussian splatting. However, they sacrifice modeling of material reflective properties and lighting conditions, leading to significant geometric ambiguities and the inability to easily perform relighting. One way to address these limitations is to incorporate physically-based rendering, but it has been prohibitively expensive to include full global illumination within the inner loop of the optimization. Therefore, previous works adopt simplifications that make the whole optimization with global illumination effects efficient but less accurate. In this work, we adopt Gaussian surfels as the primitives and build an efficient framework for differentiable light transport, inspired from the classic radiosity theory. The whole framework operates in the coefficient space of spherical harmonics, enabling both diffuse and specular materials. We extend the classic radiosity into non-binary visibility and semi-opaque primitives, propose novel solvers to efficiently solve the light transport, and derive the backward pass for gradient optimizations, which is more efficient than auto-differentiation. During inference, we achieve view-independent rendering where light transport need not be recomputed under viewpoint changes, enabling hundreds of FPS for global illumination effects, including view-dependent reflections using a spherical harmonics representation. Through extensive qualitative and quantitative experiments, we demonstrate superior geometry reconstruction, view synthesis and relighting than previous inverse rendering baselines, or data-driven baselines given relatively sparse datasets with known or unknown lighting conditions.
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