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

Euntae Choi, Sungjoo Yoo
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Abstract

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.
Phys3DGS:基于物理的三维高斯拼接反渲染技术
我们提出了两个新想法(采用延迟渲染和基于网格的表示)来提高基于三维高斯拼接(3DGS)的反向渲染质量。我们首先报告了隐藏高斯带来的一个问题,即在现有方法采用的体积渲染中,表面下的高斯会对像素颜色产生不利影响。为了解决这个问题,我们建议应用延迟渲染,并报告了在现有的基于 3DGS 的反渲染中应用延迟渲染所产生的新问题。为了提高延迟渲染下基于 3DGS 的反渲染质量,我们提出了一种新颖的两步训练方法:(1)利用网格提取并使用混合网格-3DGS 表示法;(2)应用新颖的正则化方法来更好地利用网格。我们的实验表明,在重新照明条件下,所提出的方法比现有的基于 3DGS 的反渲染方法具有更好的渲染质量。与基于体素网格的 SOTA 逆渲染方法相比,它在提供实时渲染的同时,还能提供更好的渲染质量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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