arXiv:2605.05876cs.GRcs.CV2026-05

用可微表面点渲染实现多视角逆向渲染,同时恢复形状、材质和光照。

3DSS: 3D Surface Splatting for Inverse Rendering

论文配图:3DSS: 3D Surface Splatting for Inverse Rendering
图 1 · 摘自论文原文
  • 基于椭圆加权平均重建权重构建覆盖度合成模型,实现抗锯齿轮廓。
  • 联合优化几何、材质和光照,在多个数据集上达到领先精度。
  • 输出可直接转为网格,适合需要三维重建的图形工作流。

我们提出3D表面点渲染(3DSS),首个基于物理的多视角逆向渲染可微分表面点渲染器。核心洞察是将表面点渲染中的表面分离问题直接表述为重建核自身的形式。由此推导出一种基于覆盖度的合成模型,每层不透明度由累积的椭圆加权平均重建权重决定,从而在稀疏覆盖边缘生成抗锯齿轮廓与有意义的可见性梯度。结合前向微表面着色、共优化的HDR环境光照以及密度感知自适应细化,3DSS联合恢复形状、空间变化的BRDF材质与照明。由于优化表示为一组有向表面采样点,可通过有向点云表面重建方法天然对接网格化工作流。我们在几何重建、新视角合成与新光照重光照任务中,对比了基于网格、隐式表示与高斯点渲染的基线方法,验证了其优越性能。

原文摘要 · Abstract (English)

We present 3D Surface Splatting (3DSS), the first differentiable surface splatting renderer for physically-based inverse rendering from multi-view images. Our central insight is that the surface separation problem at the heart of surface splatting admits a direct formulation in terms of the reconstruction kernels themselves. From this foundation we derive a coverage-based compositing model whose per-layer opacity arises directly from the accumulated Elliptical Weighted Average reconstruction weight, yielding anti-aliased silhouettes and informative visibility gradients at sparsely covered edges. Combined with forward microfacet shading under co-optimized HDR environment lighting and density-aware adaptive refinement, 3DSS jointly recovers shape, spatially-varying BRDF materials, and illumination. Because the optimized representation is a set of oriented surface samples, it bridges natively to mesh-based workflows via surface reconstruction from oriented point cloud methods. We evaluate 3DSS against mesh-based, implicit, and Gaussian-splatting baselines across geometry reconstruction, novel-view synthesis, and novel-illumination relighting.

逆向渲染表面点可微渲染材质恢复

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