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arXiv 2409.10335cs.GRcs.CV

Phys3DGS: 面向逆渲染的基于物理的三维高斯泼溅

Phys3DGS: Physically-based 3D Gaussian Splatting for Inverse Rendering

Seoul National University(首尔大学)

Euntae Choi, Sungjoo Yoo

AI总结:

针对3DGS逆渲染中隐藏高斯干扰像素颜色的问题,提出结合延迟渲染、网格-3DGS混合表示与新型正则化的两步训练法,重光照下渲染质量优于现有3DGS类方法,且比SOTA体素网格法质量更高、可实时渲染。

摘要:

我们提出两项新思路(采用延迟渲染与基于网格的表示),以提升基于三维高斯泼溅(3D Gaussian Splatting, 3DGS)的逆渲染质量。我们首先指出隐藏高斯带来的问题:现有方法采用的体渲染中,表面下方的高斯会对像素颜色产生负面影响。为解决该问题,我们提出应用延迟渲染,并指出将延迟渲染直接应用于现有基于3DGS的逆渲染时会产生新问题。为提升延迟渲染下基于3DGS的逆渲染质量,我们提出一种新颖的两步训练方法:(1)利用网格提取技术,采用网格-3DGS混合表示;(2)应用新型正则化方法以更好地利用网格。我们的实验表明,在重光照场景下,所提方法的渲染质量显著优于现有基于3DGS的逆渲染方法;与当前最优(SOTA)的基于体素网格的逆渲染方法相比,该方法在实现实时渲染的同时,渲染质量更优。

英文摘要:

We propose two novel ideas (adoption of deferred rendering and mesh-based representation) to improve the quality of 3D Gaussian splatting (3DGS) based inverse rendering. We first report a problem incurred by hidden Gaussians, where Gaussians beneath the surface adversely affect the pixel color in the volume rendering adopted by the existing methods. In order to resolve the problem, we propose applying deferred rendering and report new problems incurred in a naive application of deferred rendering to the existing 3DGS-based inverse rendering. In an effort to improve the quality of 3DGS-based inverse rendering under deferred rendering, we propose a novel two-step training approach which (1) exploits mesh extraction and utilizes a hybrid mesh-3DGS representation and (2) applies novel regularization methods to better exploit the mesh. Our experiments show that, under relighting, the proposed method offers significantly better rendering quality than the existing 3DGS-based inverse rendering methods. Compared with the SOTA voxel grid-based inverse rendering method, it gives better rendering quality while offering real-time rendering.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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