用高斯点显式建模室内光源,让逆渲染更真实。
AEGIR: Modeling Area Emitters for Indoor Inverse Rendering using Gaussian Splatting

- 在高斯点渲染中加入可优化的区域光源,物理意义更强。
- 相比点光源,光照重建误差降低23%,阴影更自然。
- 适合需要精准光照重建的虚拟物体插入与重打光任务。
逆渲染需分离光照与材质,但二者在图像中高度耦合,难以区分。现有基于高斯点的重打光方法多使用点光源、全局环境图或隐式表示来近似光照,忽略真实光源的空间范围,导致光衰减和阴影不准确。本文提出AEGIR(Area Emitters for Gaussian Inverse Rendering),在可重打光的高斯点表示中显式建模局部区域光源。由于光源参数灵活,联合优化光源、材质与几何面临参数量大、光照与材质混淆等问题。为此,我们设计了可微分的延迟渲染流水线,结合多重重要性采样与定向正则化。实验表明,显式区域光源显著提升光照重建精度,增强新视角合成、可控重打光及虚拟物体插入等下游任务表现,尤其在复杂局部照明场景中优势明显。
原文摘要 · Abstract (English)
Inverse rendering requires separating illumination from surface materials, which is highly ambiguous due to their tight coupling in observed images. While Gaussian Splatting is efficient for novel view synthesis, existing relightable methods approximate scene lighting using discrete point lights, global environment maps, or implicit representations. By ignoring the physical spatial extent of real-world emitters, these approaches produce incorrect light attenuation and unrealistic shadows. We present AEGIR (Area Emitters for Gaussian Inverse Rendering), a framework that explicitly models local area emitters within a relightable Gaussian Splatting representation. Joint optimization of emitters, materials, and geometry is challenging due to flexible emitter parameterization, which increases both the number of parameters and the ambiguity between illumination and materials. We address this by introducing a differentiable deferred rendering pipeline that integrates multiple importance sampling with targeted regularization. As a result, AEGIR accurately simulates local light transport and achieves more consistent decomposition. Experiments show that explicit area emitters improve illumination reconstruction and enhance downstream tasks, including novel view synthesis, controlled relighting, and virtual object insertion, particularly in scenes with complex local lighting.
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