arXiv:2512.18314cs.CVcs.GR2025-12被引 1

将2D材质图融合到3D几何,实现高精度可重光照渲染。

MatSpray: Fusing 2D Material World Knowledge on 3D Geometry

  • 用扩散模型生成2D材质图,结合高斯点云重建3D场景。
  • 通过投影与神经优化,提升材质在多视角下的一致性与细节。
  • 适合游戏影视行业快速构建可重光照的高保真3D资产。

游戏与影视行业中手动建模材质参数和3D几何结构耗时且关键。尽管近期3D重建技术已能准确逼近场景几何与外观,但在重光照场景下仍因缺乏精确的空间变化材质参数而表现不足。与此同时,基于2D图像的扩散模型在预测物理基于渲染(PBR)属性(如反照率、粗糙度、金属度)方面表现优异。然而,如何将这些2D材质图有效映射至重建的3D几何仍是难题。本文提出一种融合2D材质知识与3D几何的框架,首先通过高斯点云(Gaussian Splatting)重建场景几何,再利用扩散模型从输入图像生成2D反照率、粗糙度和金属度图。任何可将图像或视频转为PBR材质的扩散模型均可使用。随后,通过优化图像级损失或使用高斯光线追踪直接将材质参数投影到高斯点上进行融合。为进一步提升细粒度精度与多视角一致性,引入轻量级神经精修模块(Neural Merger),以光线追踪的材质特征为输入,生成精细化调整。实验表明,该方法在定量指标与视觉真实感上均优于现有技术,显著提升重建场景的可重光照性与逼真度,大幅改善内容生产流程中的资产创建效率与质量。

原文摘要 · Abstract (English)

Manual modeling of material parameters and 3D geometry is a time consuming yet essential task in the gaming and film industries. While recent advances in 3D reconstruction have enabled accurate approximations of scene geometry and appearance, these methods often fall short in relighting scenarios due to the lack of precise, spatially varying material parameters. At the same time, diffusion models operating on 2D images have shown strong performance in predicting physically based rendering (PBR) properties such as albedo, roughness, and metallicity. However, transferring these 2D material maps onto reconstructed 3D geometry remains a significant challenge. We propose a framework for fusing 2D material data into 3D geometry using a combination of novel learning-based and projection-based approaches. We begin by reconstructing scene geometry via Gaussian Splatting. From the input images, a diffusion model generates 2D maps for albedo, roughness, and metallic parameters. Any existing diffusion model that can convert images or videos to PBR materials can be applied. The predictions are further integrated into the 3D representation either by optimizing an image-based loss or by directly projecting the material parameters onto the Gaussians using Gaussian ray tracing. To enhance fine-scale accuracy and multi-view consistency, we further introduce a light-weight neural refinement step (Neural Merger), which takes ray-traced material features as input and produces detailed adjustments. Our results demonstrate that the proposed methods outperform existing techniques in both quantitative metrics and perceived visual realism. This enables more accurate, relightable, and photorealistic renderings from reconstructed scenes, significantly improving the realism and efficiency of asset creation workflows in content production pipelines.

3D重建材质生成扩散模型高斯点云

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