GIR: 3D Gaussian Inverse Rendering for Relightable Scene Factorization
State Key Laboratory of Virtual Reality Technology and Systems, Beihang University(北京航空航天大学虚拟现实技术与系统国家重点实验室);School of Electronic and Computer Engineering, Peking University(北京大学电子与计算机工程学院);Baidu Inc.(百度公司)
Yahao Shi, Yanmin Wu, Chenming Wu, Xing Liu, Chen Zhao, Haocheng Feng, Jian Zhang, Bin Zhou, Errui Ding, Jingdong Wang
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.
Interactive Rendering of Relightable and Animatable Gaussian Avatars
State Key Lab of CAD & CG, Zhejiang University(浙江大学计算机辅助设计与图形学国家重点实验室);UCL Centre for Artificial Intelligence, Department of Computer Science, University College London(伦敦大学学院计算机科学系人工智能中心);Kahlert School of Computing, University of Utah(犹他大学Kahlert计算学院)
Surfel-based Gaussian Inverse Rendering for Fast and Relightable Dynamic Human Reconstruction from Monocular Video
University of Hong Kong(香港大学);Baidu Inc.(百度公司);Department of Computer Vision Technology (VIS)(计算机视觉技术系);School of Science and Engineering(科学与工程学院);The Chinese University of Hong Kong, Shenzhen(香港中文大学(深圳))
NeuS-PIR: Learning Relightable Neural Surface using Pre-Integrated Rendering
Baidu Research(百度研究院);King Abdullah University of Science and Technology(阿卜杜拉国王科技大学);Paul G. Allen School of Computer Science, University of Washington(华盛顿大学保罗 G. 艾伦计算机科学学院);Institute of Information Engineering, Chinese Academy of Science(中国科学院信息工程研究院)
EgoRelight: Egocentric Human Capture and Illumination Recovery for Relightable and Photoreal Avatar Rendering
MPI for Informatic, SIC \& VIA Research Center Saarbr \"u cken Germany;Google Mountain View USA;Google Z \"u rich Switzerland;MPI for Informatic \& VIA Research Center Saarbr \"u cken Germany;MPI for Informatic, SIC \& VIA Research Center;Google;MPI for Informatic \& VIA Research Center
Large Material Gaussian Model for Relightable 3D Generation
Tsinghua Shenzhen International Graduate School(清华大学深圳国际研究生院);The University of Hong Kong(香港大学);LIGHTSPEED;The Hong Kong University of Science and Technology (Guangzhou)(香港科学与技术大学(广州))
Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);MIT(麻省理工学院)
Given a set of images of a scene, the re-rendering of this scene from novel views and lighting conditions is an important and challenging problem in Computer Vision and Graphics. On the one hand, most existing works in Computer Vision usually impose many assumptions regarding the image formation process, e.g. direct illumination and predefined materials, to make scene parameter estimation tractable. On the other hand, mature Computer Graphics tools allow modeling of complex photo-realistic light transport given all the scene parameters. Combining these approaches, we propose a method for scene…
Apple(苹果公司);The University of British Columbia(不列颠哥伦比亚大学)
We propose a generative framework, FaceLit, capable of generating a 3D face that can be rendered at various user-defined lighting conditions and views, learned purely from 2D images in-the-wild without any manual annotation. Unlike existing works that require careful capture setup or human labor, we rely on off-the-shelf pose and illumination estimators. With these estimates, we incorporate the Phong reflectance model in the neural volume rendering framework. Our model learns to generate shape and material properties of a face such that, when rendered according to the natural statistics of pos…
Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);Institute of Software, Chinese Academy of Sciences(中国科学院软件研究所)
Learning neural radiance fields of a scene has recently allowed realistic novel view synthesis of the scene, but they are limited to synthesize images under the original fixed lighting condition. Therefore, they are not flexible for the eagerly desired tasks like relighting, scene editing and scene composition. To tackle this problem, several recent methods propose to disentangle reflectance and illumination from the radiance field. These methods can cope with solid objects with opaque surfaces but participating media are neglected. Also, they take into account only direct illumination or at m…
ROSGS: Relightable Outdoor Scenes With Gaussian Splatting
School of Information Science and Technology, North China University of Technology(信息科学与技术学院,中国北方工业大学);Beijing Key Laboratory of Mobile Computing and Pervasive Device, Institute of Computing Technology, Chinese Academy of Sciences(移动计算与普适设备北京市重点实验室,中国科学院计算技术研究所);University of Chinese Academy of Sciences(中国科学院大学);School of Computer Science and Informatics, Cardiff University(计算机科学与信息学院,卡迪夫大学)
R-PGA: Robust Physical Adversarial Camouflage Generation via Relightable 3D Gaussian Splatting
School of Cyber Science and Technology, Shenzhen Campus, Sun Yat-sen University(中山大学深圳校区网络空间安全学院);School of Computing, National University of Singapore(新加坡国立大学计算机学院);School of Intelligent Systems Engineering, Shenzhen Campus, Sun Yat-sen University(中山大学深圳校区智能工程学院)
Adobe Research(Adobe研究院);University of California, San Diego(加州大学圣地亚哥分校)
We present a deep learning approach to reconstruct scene appearance from unstructured images captured under collocated point lighting. At the heart of Deep Reflectance Volumes is a novel volumetric scene representation consisting of opacity, surface normal and reflectance voxel grids. We present a novel physically-based differentiable volume ray marching framework to render these scene volumes under arbitrary viewpoint and lighting. This allows us to optimize the scene volumes to minimize the error between their rendered images and the captured images. Our method is able to reconstruct real sc…
Human relighting is a highly desirable yet challenging task. Existing works either require expensive one-light-at-a-time (OLAT) captured data using light stage or cannot freely change the viewpoints of the rendered body. In this work, we propose a principled framework, Relighting4D, that enables free-viewpoints relighting from only human videos under unknown illuminations. Our key insight is that the space-time varying geometry and reflectance of the human body can be decomposed as a set of neural fields of normal, occlusion, diffuse, and specular maps. These neural fields are further integrat…
University of Tübingen(图宾根大学);Google Research(谷歌研究院)
Decomposing a scene into its shape, reflectance, and illumination is a challenging but important problem in computer vision and graphics. This problem is inherently more challenging when the illumination is not a single light source under laboratory conditions but is instead an unconstrained environmental illumination. Though recent work has shown that implicit representations can be used to model the radiance field of an object, most of these techniques only enable view synthesis and not relighting. Additionally, evaluating these radiance fields is resource and time-intensive. We propose a ne…
University of California, San Diego(加利福尼亚大学圣地亚哥分校);Adobe Research(奥多比研究院)
Most indoor 3D scene reconstruction methods focus on recovering 3D geometry and scene layout. In this work, we go beyond this to propose PhotoScene, a framework that takes input image(s) of a scene along with approximately aligned CAD geometry (either reconstructed automatically or manually specified) and builds a photorealistic digital twin with high-quality materials and similar lighting. We model scene materials using procedural material graphs; such graphs represent photorealistic and resolution-independent materials. We optimize the parameters of these graphs and their texture scale and r…
University of Tübingen(图宾根大学);Google Research(谷歌研究院)
Inverse rendering of an object under entirely unknown capture conditions is a fundamental challenge in computer vision and graphics. Neural approaches such as NeRF have achieved photorealistic results on novel view synthesis, but they require known camera poses. Solving this problem with unknown camera poses is highly challenging as it requires joint optimization over shape, radiance, and pose. This problem is exacerbated when the input images are captured in the wild with varying backgrounds and illuminations. Standard pose estimation techniques fail in such image collections in the wild due …