arXiv:2510.02069cs.GRcs.CV2025-10

用物理模型提升高光物体重光照效果,更真实更稳定。

Spec-Gloss Surfels and Normal-Diffuse Priors for Relightable Glossy Objects

  • 结合微表面BRDF与2D高斯溅射,实现材质解耦。
  • 在复杂高光场景中重建精度显著优于现有方法。
  • 适合需要高保真重光照的3D内容创作人员。

准确重建并重光照高光物体仍是长期挑战,因物体形状、材质属性与光照难以分离。现有神经渲染方法常依赖简化的BRDF模型或耦合漫反射与镜面分量的参数化方式,限制了材质还原真实性和重光照质量。本文提出一种可重光照框架,将微表面BRDF与镜面光泽参数化融入2D高斯溅射,并采用延迟着色。该设计实现更物理一致的材质分解;基于扩散的表面法线与漫反射颜色先验,引导早期优化并缓解歧义。通过粗到精的环境图优化加速收敛,负值仅裁剪策略保留高动态范围镜面反射。在复杂高光场景上的大量实验表明,本方法在几何与材质重建上均达到高质量,相较于现有高斯溅射方法,在新光照条件下实现更真实、更一致的重光照效果。

原文摘要 · Abstract (English)

Accurate reconstruction and relighting of glossy objects remains a longstanding challenge, as object shape, material properties, and illumination are inherently difficult to disentangle. Existing neural rendering approaches often rely on simplified BRDF models or parameterizations that couple diffuse and specular components, which restrict faithful material recovery and limit relighting fidelity. We propose a relightable framework that integrates a microfacet BRDF with the specular-glossiness parameterization into 2D Gaussian Splatting with deferred shading. This formulation enables more physically consistent material decomposition, while diffusion-based priors for surface normals and diffuse color guide early-stage optimization and mitigate ambiguity. A coarse-to-fine environment map optimization accelerates convergence, and negative-only environment map clipping preserves high-dynamic-range specular reflections. Extensive experiments on complex, glossy scenes demonstrate that our method achieves high-quality geometry and material reconstruction, delivering substantially more realistic and consistent relighting under novel illumination compared to existing Gaussian splatting methods.

重光照高斯溅射材质重建物理渲染

Thank you to arXiv for use of its open access interoperability. PaperDance 不是 arXiv 官方产品;中文卡片由大模型生成,请以原文为准。