GIR: 3D Gaussian Inverse Rendering for Relightable Scene Factorization
- URL: http://arxiv.org/abs/2312.05133v2
- Date: Thu, 15 Aug 2024 15:40:48 GMT
- Title: GIR: 3D Gaussian Inverse Rendering for Relightable Scene Factorization
- Authors: Yahao Shi, Yanmin Wu, Chenming Wu, Xing Liu, Chen Zhao, Haocheng Feng, Jian Zhang, Bin Zhou, Errui Ding, Jingdong Wang,
- Abstract summary: This paper presents a 3D Gaussian Inverse Rendering (GIR) method, employing 3D Gaussian representations to factorize the scene into material properties, light, and geometry.
We compute the normal of each 3D Gaussian using the shortest eigenvector, with a directional masking scheme forcing accurate normal estimation without external supervision.
We adopt an efficient voxel-based indirect illumination tracing scheme that stores direction-aware outgoing radiance in each 3D Gaussian to disentangle secondary illumination for approximating multi-bounce light transport.
- Score: 62.13932669494098
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: This paper presents a 3D Gaussian Inverse Rendering (GIR) method, employing 3D Gaussian representations to effectively factorize the scene into material properties, light, and geometry. The key contributions lie in three-fold. We compute the normal of each 3D Gaussian using the shortest eigenvector, with a directional masking scheme forcing accurate normal estimation without external supervision. We adopt an efficient voxel-based indirect illumination tracing scheme that stores direction-aware outgoing radiance in each 3D Gaussian to disentangle secondary illumination for approximating multi-bounce light transport. To further enhance the illumination disentanglement, we represent a high-resolution environmental map with a learnable low-resolution map and a lightweight, fully convolutional network. Our method achieves state-of-the-art performance in both relighting and novel view synthesis tasks among the recently proposed inverse rendering methods while achieving real-time rendering. This substantiates our proposed method's efficacy and broad applicability, highlighting its potential as an influential tool in various real-time interactive graphics applications such as material editing and relighting. The code will be released at https://github.com/guduxiaolang/GIR.
Related papers
- GUS-IR: Gaussian Splatting with Unified Shading for Inverse Rendering [83.69136534797686]
We present GUS-IR, a novel framework designed to address the inverse rendering problem for complicated scenes featuring rough and glossy surfaces.
This paper starts by analyzing and comparing two prominent shading techniques popularly used for inverse rendering, forward shading and deferred shading.
We propose a unified shading solution that combines the advantages of both techniques for better decomposition.
arXiv Detail & Related papers (2024-11-12T01:51:05Z) - L3DG: Latent 3D Gaussian Diffusion [74.36431175937285]
L3DG is the first approach for generative 3D modeling of 3D Gaussians through a latent 3D Gaussian diffusion formulation.
We employ a sparse convolutional architecture to efficiently operate on room-scale scenes.
By leveraging the 3D Gaussian representation, the generated scenes can be rendered from arbitrary viewpoints in real-time.
arXiv Detail & Related papers (2024-10-17T13:19:32Z) - BiGS: Bidirectional Gaussian Primitives for Relightable 3D Gaussian Splatting [10.918133974256913]
We present Bidirectional Gaussian Primitives, an image-based novel view synthesis technique.
Our approach integrates light intrinsic decomposition into the Gaussian splatting framework, enabling real-time relighting of 3D objects.
arXiv Detail & Related papers (2024-08-23T21:04:40Z) - Subsurface Scattering for 3D Gaussian Splatting [10.990813043493642]
3D reconstruction and relighting of objects made from scattering materials present a significant challenge due to the complex light transport beneath the surface.
We propose a framework for optimizing an object's shape together with the radiance transfer field given multi-view OLAT (one light at a time) data.
Our approach enables material editing, relighting and novel view synthesis at interactive rates.
arXiv Detail & Related papers (2024-08-22T10:34:01Z) - PRTGaussian: Efficient Relighting Using 3D Gaussians with Precomputed Radiance Transfer [13.869132334647771]
PRTGaussian is a realtime relightable novel-view synthesis method.
By fitting relightable Gaussians to multi-view OLAT data, our method enables real-time, free-viewpoint relighting.
arXiv Detail & Related papers (2024-08-10T20:57:38Z) - GS-Phong: Meta-Learned 3D Gaussians for Relightable Novel View Synthesis [63.5925701087252]
We propose a novel method for representing a scene illuminated by a point light using a set of relightable 3D Gaussian points.
Inspired by the Blinn-Phong model, our approach decomposes the scene into ambient, diffuse, and specular components.
To facilitate the decomposition of geometric information independent of lighting conditions, we introduce a novel bilevel optimization-based meta-learning framework.
arXiv Detail & Related papers (2024-05-31T13:48:54Z) - Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracing [21.498078188364566]
We present a novel differentiable point-based rendering framework to achieve photo-realistic relighting.
The proposed framework showcases the potential to revolutionize the mesh-based graphics pipeline with a point-based pipeline enabling editing, tracing, and relighting.
arXiv Detail & Related papers (2023-11-27T18:07:58Z) - GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting [51.96353586773191]
We introduce textbfGS-SLAM that first utilizes 3D Gaussian representation in the Simultaneous Localization and Mapping system.
Our method utilizes a real-time differentiable splatting rendering pipeline that offers significant speedup to map optimization and RGB-D rendering.
Our method achieves competitive performance compared with existing state-of-the-art real-time methods on the Replica, TUM-RGBD datasets.
arXiv Detail & Related papers (2023-11-20T12:08:23Z) - Extracting Triangular 3D Models, Materials, and Lighting From Images [59.33666140713829]
We present an efficient method for joint optimization of materials and lighting from multi-view image observations.
We leverage meshes with spatially-varying materials and environment that can be deployed in any traditional graphics engine.
arXiv Detail & Related papers (2021-11-24T13:58:20Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.