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arXiv 2605.09024cs.CVcs.GRcs.MMeess.IV

可重照明高斯点散布用于虚拟制作的基于图像的照明

Relightable Gaussian Splatting for Virtual Production Using Image-Based Illumination

University of Bristol, UK(英国布里斯托大学);Lux Aeterna, Bristol, UK(卢克斯艾特纳,布里斯托,英国)

Adrian Azzarelli, Nantheera Anantrasirichai, James Pollock, David R. Bull

AI总结:

本文提出一种针对虚拟制作的3D重建与重照明框架,利用高斯点散布技术,通过已知背景图像条件重照明过程,避免使用环境映射,提高3D重建质量和可控性,方法高效且支持多种输出变量。

摘要:

虚拟制作(VP)使用LED墙提供背景图像和基于图像的照明。虽然这使现场合成成为可能,但照明与背景和场景外观耦合,限制了后续编辑的灵活性。此外,反向渲染通常依赖物理渲染来估计3D几何和照明,使用环境映射。然而,这些映射通常分辨率低且假设远场照明。在VP中,使用近场和高分辨率的基于图像的照明,可能导致不准确并引入编辑复杂性。为此,我们提出了一种针对VP的3D重建和重照明框架,利用高斯点散布。该方法利用已知的背景图像来条件重照明过程。这避免了依赖环境映射,并将合成简化为背景图像编辑任务。为了实现该框架,我们引入了一种过程(及其关联的数据集)来捕获在不同背景内容和照明条件下的真实VP场景。这些数据用于将3D场景分解为固定外观和可变照明组件。可变照明过程通过参数化每个原始体来模拟光传输,使用UV坐标、强度值和分辨率修饰符。使用mipmaps,这些直接在图像空间中采样背景纹理 - 隐式地捕捉反射和折射,而无需物理渲染。结合固定外观组件,这使我们能够使用高斯点散布光栅化器来渲染重照明场景。与基线方法相比,我们的方法在3D重建质量和可控重照明方面实现了更高的质量。该方法高效(<3 GB RAM,<5 GB VRAM,<2小时训练,~35 FPS)并支持渲染有用的任意输出变量,包括深度、照明强度、照明颜色和无光照渲染。

英文摘要:

Virtual production (VP) use LED walls to provide both background imagery and image-based lighting. While this enables on-set compositing, it couples lighting to background and scene appearance, limiting flexibility for downstream editing. In addition, inverse rendering conventionally relies on physically-based rendering to estimates 3D geometry and lighting, using environment maps. However, these maps are typically low-resolution and assume far-field lighting. In VP, with near-field and high-resolution image-based lighting, this can lead to inaccuracies and introduce complexities when editing. Addressing this, we propose a VP-specific framework for 3D reconstruction and relighting using Gaussian Splatting. This uses the known background imagery to condition the relighting process. This avoids relying on environment maps and reduces compositing to a background-image editing task. To realize our framework, we introduce a process (and associated dataset) that captures real VP scenes under varying background content and illumination conditions. This data is used to decompose a 3D scene into fixed appearance and variable lighting components. The variable lighting process simulates light transport by parameterizing each primitive with a UV coordinate, intensity value and resolution modifier. Using mipmaps, these directly sample the background texture in image space - implicitly capturing reflections and refractions without physically-based rendering. Combined with the fixed appearance component, this allows us to render relit scenes using a Gaussian Splatting rasterizer. Compared to baselines, our approach achieves higher-quality 3D reconstruction and controllable relighting. The method is efficient (<3 GB RAM, <5 GB VRAM, <2 hours training, ~35 FPS) and supports rendering useful arbitrary output variables including depth, lighting intensity, lighting color, and unlit renders.

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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