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arXiv 2605.05876cs.GRcs.CV

3DSS:用于逆渲染的3D表面散射

3DSS: 3D Surface Splatting for Inverse Rendering

INRIA, University of Rennes(INRIA,里昂大学)

Mae Younes, Adnane Boukhayma

AI总结:

3DSS通过基于覆盖的合成模型,结合微facet着色和HDR光照,实现了形状、BRDF材料和光照的联合恢复,适用于多视角图像的逆渲染。

摘要:

我们提出了3D表面散射(3DSS),这是首个可微的表面散射渲染器,用于从多视角图像中进行物理基础的逆渲染。我们的核心见解是,表面散射中的表面分离问题可以直接用重建核来表述。由此推导出一种基于覆盖的合成模型,其每层的不透明度直接来源于累积的椭圆加权平均重建权重,从而在稀疏覆盖边缘产生抗锯齿轮廓和信息丰富的可见性梯度。结合前向微facet着色和共优化的HDR环境光照以及密度感知的自适应细化,3DSS联合恢复了形状、空间变化的BRDF材料和光照。由于优化的表示是一组定向表面样本,它通过从定向点云方法中重建表面,原生地连接到基于网格的工作流程。我们评估了3DSS在几何重建、新视角合成和新光照重映射方面的性能,与基于网格、隐式和高斯散射的基线方法进行了比较。

英文摘要:

We present 3D Surface Splatting (3DSS), the first differentiable surface splatting renderer for physically-based inverse rendering from multi-view images. Our central insight is that the surface separation problem at the heart of surface splatting admits a direct formulation in terms of the reconstruction kernels themselves. From this foundation we derive a coverage-based compositing model whose per-layer opacity arises directly from the accumulated Elliptical Weighted Average reconstruction weight, yielding anti-aliased silhouettes and informative visibility gradients at sparsely covered edges. Combined with forward microfacet shading under co-optimized HDR environment lighting and density-aware adaptive refinement, 3DSS jointly recovers shape, spatially-varying BRDF materials, and illumination. Because the optimized representation is a set of oriented surface samples, it bridges natively to mesh-based workflows via surface reconstruction from oriented point cloud methods. We evaluate 3DSS against mesh-based, implicit, and Gaussian-splatting baselines across geometry reconstruction, novel-view synthesis, and novel-illumination relighting.

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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