无需复杂光线追踪,高效重建镜面反射场景
Ref-DGS: Reflective Dual Gaussian Splatting
- 分离几何与反射表示,用双高斯结构建表面和局部镜面
- 在真实镜面场景上达到当前最优重建质量
- 适合需要快速训练的实时渲染或3D重建应用
镜面反射,尤其是近场强镜面反射,给精确的表面重建和新视角合成带来根本性挑战。现有高斯点阵方法要么无法建模近场镜面反射,要么依赖代价高昂的显式光线追踪。本文提出 extbf{Ref-DGS},一种基于高效光栅化管道的反射双高斯点阵框架,通过将表面重建与镜面反射解耦,解决这一权衡问题。Ref-DGS 引入双高斯场景表示:几何高斯和互补的局部反射高斯,用于捕捉近场镜面交互,无需显式光线追踪;同时引入全局环境反射场,建模远场镜面反射。为预测镜面辐射亮度,进一步设计轻量级、物理感知的自适应混合着色器,融合全局与局部镜面特征。实验表明,Ref-DGS 在镜面场景上达到当前最优性能,且训练速度显著快于基于光线的方法。
原文摘要 · Abstract (English)
The reflective appearance, especially strong and typically near-field specular reflections, poses a fundamental challenge for accurate surface reconstruction and novel view synthesis. Existing Gaussian splatting methods either fail to model near-field specular reflections or rely on explicit ray tracing at substantial computational cost. We present \textbf{Ref-DGS}, a reflective dual Gaussian splatting framework that addresses this trade-off by decoupling surface reconstruction from specular reflection within an efficient rasterization-based pipeline. Ref-DGS introduces a dual Gaussian scene representation consisting of geometry Gaussians and complementary local reflection Gaussians that capture near-field specular interactions without explicit ray tracing, along with a global environment reflection field for modeling far-field specular reflections. To predict specular radiance, we further propose a lightweight, physically-aware specular adaptive mixing shader that fuses global and local specular features. Experiments demonstrate that Ref-DGS achieves state-of-the-art performance on reflective scenes while training substantially faster than ray-based Gaussian methods.
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。