用旋转拍摄提升2D高斯逆渲染的材质准确性
Rotated Lights for Consistent and Efficient 2D Gaussians Inverse Rendering
- 通过物体旋转采集数据,降低光照估计歧义
- 仅需两次旋转即可显著减少颜色失真和烘焙阴影
- 引入代理网格提升光照追踪与全局光照效果
逆渲染旨在根据特定渲染模型将场景分解为几何、材质属性和光照条件,广泛应用于视图合成、重光照和场景编辑。近年来,逆渲染方法受神经辐射场和高斯溅射等视图合成技术启发,能高效分解场景的几何与辐射率,再进一步估计导致观察到辐射率的材质与光照。然而,该步骤高度不确定,现有方法虽有正则化,仍存在材质估计中的颜色不准确和烘焙阴影问题。为此,本文提出RotLight,一种简单的采集方案:只需在拍摄过程中将物体旋转几次。我们证明,仅需两次旋转即能有效减少伪影。为进一步提升基于2D高斯 splatting 的逆渲染性能,我们引入代理网格,不仅实现精确的入射光追踪,还支持残差约束,并改善全局光照处理。我们在合成与真实世界数据集上验证了方法,在保持高效计算的同时实现了更优的反照率估计。
原文摘要 · Abstract (English)
Inverse rendering aims to decompose a scene into its geometry, material properties and light conditions under a certain rendering model. It has wide applications like view synthesis, relighting, and scene editing. In recent years, inverse rendering methods have been inspired by view synthesis approaches like neural radiance fields and Gaussian splatting, which are capable of efficiently decomposing a scene into its geometry and radiance. They then further estimate the material and lighting that lead to the observed scene radiance. However, the latter step is highly ambiguous and prior works suffer from inaccurate color and baked shadows in their albedo estimation albeit their regularization. To this end, we propose RotLight, a simple capturing setup, to address the ambiguity. Compared to a usual capture, RotLight only requires the object to be rotated several times during the process. We show that as few as two rotations is effective in reducing artifacts. To further improve 2DGS-based inverse rendering, we additionally introduce a proxy mesh that not only allows accurate incident light tracing, but also enables a residual constraint and improves global illumination handling. We demonstrate with both synthetic and real world datasets that our method achieves superior albedo estimation while keeping efficient computation.
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