在多样化场景中实现一致光照和阴影的动画3DGS虚拟角色
Animated 3DGS Avatars in Diverse Scenes with Consistent Lighting and Shadows
AI总结:
本文提出DGSM和SH重照明方法,实现动画3DGS虚拟角色在多样化场景中的一致光照和阴影效果。
摘要:
我们提出了一种方法,用于在动画3D高斯点扩散(3DGS)虚拟角色与3DGS场景或动态物体相互作用时实现一致的光照和阴影。我们的关键贡献是深度高斯阴影图(DGSM),这是一种针对体积3DGS表示的现代阴影映射算法的变体。基于经典的深度阴影映射思想,我们证明3DGS允许沿光线方向进行闭合形式的光积累,从而在不进行网格化的情况下实现体积阴影计算。对于每个估计的光源,我们统计穿过同心径向壳层的透射率,并将其存储在八面体图集中,这些现代GPU可以在每次查询时实时采样以减弱受影响场景的高斯点,并因此投射和接收一致的阴影。为了重新照亮移动虚拟角色,我们用基于球谐函数(SH)基的HDRI探针近似局部环境照明,并应用快速的每高斯辐射转移,避免显式BRDF估计或离线优化。我们展示了在AvatarX和ActorsHQ中的虚拟角色在ScanNet++、DL3DV和SuperSplat场景中进行合成,并展示了与插入物体的交互。在单个和多个虚拟角色设置中,DGSM和SH重新照明完全在体积3DGS表示中运行,从而在不进行网格化的情况下产生一致的阴影和重新照明。
英文摘要:
We present a method for consistent lighting and shadows when animated 3D Gaussian Splatting (3DGS) avatars interact with 3DGS scenes or with dynamic objects inserted into otherwise static scenes. Our key contribution is Deep Gaussian Shadow Maps (DGSM), a modern analogue of the classical shadow mapping algorithm tailored to the volumetric 3DGS representation. Building on the classic deep shadow mapping idea, we show that 3DGS admits closed form light accumulation along light rays, enabling volumetric shadow computation without meshing. For each estimated light, we tabulate transmittance over concentric radial shells and store them in octahedral atlases, which modern GPUs can sample in real time per query to attenuate affected scene Gaussians and thus cast and receive shadows consistently. To relight moving avatars, we approximate the local environment illumination with HDRI probes represented in a spherical harmonic (SH) basis and apply a fast per Gaussian radiance transfer, avoiding explicit BRDF estimation or offline optimization. We demonstrate environment consistent lighting for avatars from AvatarX and ActorsHQ, composited into ScanNet++, DL3DV, and SuperSplat scenes, and show interactions with inserted objects. Across single and multi avatar settings, DGSM and SH relighting operate fully in the volumetric 3DGS representation, yielding coherent shadows and relighting while avoiding meshing.
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。