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arXiv 2408.07595cs.CV

面向高斯溅射逆渲染的渐进式辐射蒸馏

Progressive Radiance Distillation for Inverse Rendering with Gaussian Splatting

State Key Lab of CAD & CG, Zhejiang University(浙江大学CAD&CG国家重点实验室)

Keyang Ye, Qiming Hou, Kun Zhou

AI总结:

提出一种结合物理渲染与高斯辐射场的渐进式辐射蒸馏逆渲染方法,通过蒸馏进度图实现两者平滑过渡,缓解重光照伪影并提升新视角合成质量,且可适配基于网格的逆渲染方法。

摘要:

我们提出了渐进式辐射蒸馏方法,这是一种结合物理渲染与基于高斯的辐射场渲染的逆渲染方法,核心依赖蒸馏进度图实现。该方法以多视角图像为输入,从预训练的辐射场引导模型出发,通过图像拟合过程从辐射场中蒸馏出物理层面的光照与材质参数。蒸馏进度图初始化为较小值,此时渲染过程更偏向辐射场渲染;在迭代早期,当拟合的光照与材质参数远未收敛时,辐射场的回退机制可保障图像损失梯度的合理性,避免陷入导致欠拟合状态的局部极小值。随着拟合参数逐渐收敛,物理模型逐步主导渲染过程,蒸馏进度也相应提升。对于物理模型未建模的光路径,受影响像素的蒸馏进度不会完全完成,学习到的辐射场会保留在最终渲染结果中。通过这种对物理模型局限性的设计性容错,我们阻止了未建模的颜色分量泄露到光照与材质参数中,缓解了重光照伪影。同时,保留的辐射场可弥补物理模型的不足,保障高质量的新视角合成效果。实验结果表明,该方法在新视角合成与重光照两项任务的质量上均显著优于现有前沿技术。此外,渐进式辐射蒸馏的思路并不局限于高斯溅射场景,我们验证了将其适配到基于网格的逆渲染方法时,对高镜面反射场景也能产生正向效果。

英文摘要:

We propose progressive radiance distillation, an inverse rendering method that combines physically-based rendering with Gaussian-based radiance field rendering using a distillation progress map. Taking multi-view images as input, our method starts from a pre-trained radiance field guidance, and distills physically-based light and material parameters from the radiance field using an image-fitting process. The distillation progress map is initialized to a small value, which favors radiance field rendering. During early iterations when fitted light and material parameters are far from convergence, the radiance field fallback ensures the sanity of image loss gradients and avoids local minima that attracts under-fit states. As fitted parameters converge, the physical model gradually takes over and the distillation progress increases correspondingly. In presence of light paths unmodeled by the physical model, the distillation progress never finishes on affected pixels and the learned radiance field stays in the final rendering. With this designed tolerance for physical model limitations, we prevent unmodeled color components from leaking into light and material parameters, alleviating relighting artifacts. Meanwhile, the remaining radiance field compensates for the limitations of the physical model, guaranteeing high-quality novel views synthesis. Experimental results demonstrate that our method significantly outperforms state-of-the-art techniques quality-wise in both novel view synthesis and relighting. The idea of progressive radiance distillation is not limited to Gaussian splatting. We show that it also has positive effects for prominently specular scenes when adapted to a mesh-based inverse rendering method.

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