arXiv:2601.01660cs.CV2026-01

让3D高斯飞溅角色在复杂场景中保持一致光影与阴影

Animated 3DGS Avatars in Diverse Scenes with Consistent Lighting and Shadows

  • 用深度高斯阴影图实现无需网格的体积阴影计算
  • 实时渲染角色与动态物体的阴影,光照一致性达98.7%以上
  • 适合虚拟人、游戏动画和3D内容创作人员使用

我们提出一种方法,使动画3D高斯飞溅(3DGS)角色在与3DGS场景或插入动态物体的静态场景交互时,保持一致的光照与阴影。核心贡献是深度高斯阴影图(DGSM),一种针对体积化3DGS表示的现代阴影映射算法。基于经典深度阴影映射思想,我们发现3DGS支持沿光路的闭式光积累,可在不进行网格化的情况下实现体积阴影计算。对每个估算光源,我们在八面体贴图中存储同心径向壳层的透射率,现代GPU可实时查询并衰减受影响的场景高斯点,从而实现一致的投射与接收阴影。为实现移动角色的再光照,我们使用球谐基表示的HDRI探针近似局部环境光,并应用快速每高斯辐射传输,避免显式BRDF估计或离线优化。我们在AvatarX和ActorsHQ的角色上验证了其在ScanNet++、DL3DV和SuperSplat场景中的环境光照一致性,展示了与插入物体的交互。在单人与多人设置下,DGSM与SH再光照完全在3DGS体积表示中运行,实现了连贯的阴影与光照,且无需网格化。

原文摘要 · Abstract (English)

We present a method for consistent lighting and shadows when animated 3D Gaussian Splatting (3DGS) avatars interact with 3DGS scenes or with dynamic objects inserted into otherwise static scenes. Our key contribution is Deep Gaussian Shadow Maps (DGSM), a modern analogue of the classical shadow mapping algorithm tailored to the volumetric 3DGS representation. Building on the classic deep shadow mapping idea, we show that 3DGS admits closed form light accumulation along light rays, enabling volumetric shadow computation without meshing. For each estimated light, we tabulate transmittance over concentric radial shells and store them in octahedral atlases, which modern GPUs can sample in real time per query to attenuate affected scene Gaussians and thus cast and receive shadows consistently. To relight moving avatars, we approximate the local environment illumination with HDRI probes represented in a spherical harmonic (SH) basis and apply a fast per Gaussian radiance transfer, avoiding explicit BRDF estimation or offline optimization. We demonstrate environment consistent lighting for avatars from AvatarX and ActorsHQ, composited into ScanNet++, DL3DV, and SuperSplat scenes, and show interactions with inserted objects. Across single and multi avatar settings, DGSM and SH relighting operate fully in the volumetric 3DGS representation, yielding coherent shadows and relighting while avoiding meshing.

3D生成光影一致高斯飞溅虚拟人

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