提出新方法实现3D高斯点云的逼真光照重渲染,支持金属和半透明材质。
SSD-GS: Scattering and Shadow Decomposition for Relightable 3D Gaussian Splatting
- 将反射分解为漫反射、镜面、阴影和次表面散射四部分建模
- 在OLAT数据集上实现比现有方法更高质量的光照重渲染效果
- 适合需要真实光照编辑的场景重建与交互式渲染用户
我们提出SSD-GS,一种基于3D高斯点云(3DGS)的物理可解释光照重渲染框架,可在新光照条件下实现高质量重建与逼真重渲染。现有3DGS方法在光照-材质解耦上存在粗粒度近似,仅处理漫反射与镜面反射,或依赖神经网络估算阴影与散射,导致各向异性金属与半透明材质表现不佳。为此,SSD-GS将反射分解为漫反射、镜面、阴影和次表面散射四个分量:引入可学习的双极子散射模块模拟次表面传输,设计考虑遮挡的阴影建模方式,结合可见性估计与精修网络,并采用基于各向异性菲涅耳模型的增强镜面项。通过训练中逐步融合所有组件,该方法有效解耦光照与材质属性,即使在未见过的光照条件下仍保持良好性能,在挑战性的OLAT数据集上验证了其优越性。实验表明,相比先前方法在定量与感知质量上均有显著提升,为可控光源编辑与交互式场景重渲染提供支持。代码已开源。
原文摘要 · Abstract (English)
We present SSD-GS, a physically-based relighting framework built upon 3D Gaussian Splatting (3DGS) that achieves high-quality reconstruction and photorealistic relighting under novel lighting conditions. In physically-based relighting, accurately modeling light-material interactions is essential for faithful appearance reproduction. However, existing 3DGS-based relighting methods adopt coarse shading decompositions, either modeling only diffuse and specular reflections or relying on neural networks to approximate shadows and scattering. This leads to limited fidelity and poor physical interpretability, particularly for anisotropic metals and translucent materials. To address these limitations, SSD-GS decomposes reflectance into four components: diffuse, specular, shadow, and subsurface scattering. We introduce a learnable dipole-based scattering module for subsurface transport, an occlusion-aware shadow formulation that integrates visibility estimates with a refinement network, and an enhanced specular component with an anisotropic Fresnel-based model. Through progressive integration of all components during training, SSD-GS effectively disentangles lighting and material properties, even for unseen illumination conditions, as demonstrated on the challenging OLAT dataset. Experiments demonstrate superior quantitative and perceptual relighting quality compared to prior methods and pave the way for downstream tasks, including controllable light source editing and interactive scene relighting. The source code is available at: https://github.com/irisfreesiri/SSD-GS.
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