让高斯点云支持真实光照反射,实现高效精准的逆渲染。
Inter-Reflective Gaussian Splatting for Robust and Efficient Inverse Rendering

- 通过可微分2D高斯射线追踪,实时计算可见性与间接光照。
- 在低光与高光材质上均提升重建与重光照质量,速度优于现有方法。
- 适合需要真实光照还原的3D内容创作与数字孪生场景。
忠实的逆渲染需考虑可见性与间接辐射以解释二次照明和相互反射,但基于光栅化的高斯表示无法自然支持恢复这些信息所需的次级射线查询。我们提出IRGS++(互反射高斯点云),一种统一、鲁棒且高效的高斯逆渲染框架。在感知传输的优化过程中,IRGS++在面向表面的高斯原语上进行可微分的2D高斯射线追踪,即时查询可见性与间接辐射,并评估包含互反射传输的完整渲染方程。这一物理核心使高斯逆渲染超越光栅化外观建模,具备物理基础。为拓展适用范围至高光金属材质,框架引入金属感知材质建模与稳健的反射初始化策略。为提升实用性,采用多重重要性采样与去噪技术稳定有限样本渲染,同时利用网格辅助的次级属性查询降低新光照条件下的重光照开销。在低光与高光基准测试中,该方法在分解与重光照质量上表现更优,且在报告配置下具有良好的质量-速度权衡;真实世界实验也展示了在新光照条件下合理的重光照效果。
原文摘要 · Abstract (English)
Faithful inverse rendering requires visibility and indirect radiance to explain secondary illumination and inter-reflection, yet rasterization-oriented Gaussian representations do not naturally support the secondary-ray queries needed to recover them. We present IRGS++ (Inter-Reflective Gaussian Splatting), a unified robust and efficient Gaussian inverse rendering framework. During transport-aware optimization, IRGS++ employs differentiable 2D Gaussian ray tracing on surface-oriented Gaussian primitives to query visibility and indirect radiance on the fly and evaluate the full rendering equation for inter-reflective transport. This physical core makes Gaussian inverse rendering physically grounded beyond rasterized appearance modeling. To make this backbone useful beyond low-gloss dielectric scenes, the framework incorporates metallic-aware material modeling and robust reflective initialization for glossy, specular, and metallic materials. To make it practical, multiple importance sampling and denoising stabilize finite-sample rendering, while mesh-based secondary-attribute queries reduce the cost of relighting under novel illumination. Quantitative evaluations on low-gloss and glossy benchmarks show improved decomposition and relighting quality together with favorable quality--speed trade-offs under the reported configurations, while real-world studies illustrate plausible relighting under novel illumination.
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