三维高斯溅射的次表层散射

Jan-Niklas Dihlmann, Arjun Majumdar, Andreas Engelhardt, Raphael Braun, Hendrik P. A. Lensch
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引用次数: 0

摘要

由于表面下复杂的光传输,对散射材料制成的物体进行三维重建和重新照明是一项重大挑战。三维高斯拼接技术以实时速度引入了高质量的新型视图合成。虽然三维高斯能有效地逼近物体表面,但却无法捕捉次表面散射的体积特性。我们提出了一个框架,用于在给定多视角 OLAT(一次一束光)数据的情况下,将物体的形状与辐射传递场结合起来进行优化。我们的方法将场景分解为以三维高斯表示的显式表面(具有空间变化的 BRDF)和散射分量的隐式体积表示。学习的入射光场考虑了阴影。我们通过光线跟踪差异渲染联合优化所有参数。我们的方法能够以交互式速率进行材料编辑、重新照明和新视角合成。我们展示了在合成数据上的成功应用,并介绍了在光舞台设置中新获得的物体多视角多光照数据集。与之前的工作相比,我们只用了一小部分优化和渲染时间就取得了相当或更好的效果,同时还能对材料属性进行详细控制。项目页面https://sss.jdihlmann.com/
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Subsurface Scattering for 3D Gaussian Splatting
3D reconstruction and relighting of objects made from scattering materials present a significant challenge due to the complex light transport beneath the surface. 3D Gaussian Splatting introduced high-quality novel view synthesis at real-time speeds. While 3D Gaussians efficiently approximate an object's surface, they fail to capture the volumetric properties of subsurface scattering. We propose a framework for optimizing an object's shape together with the radiance transfer field given multi-view OLAT (one light at a time) data. Our method decomposes the scene into an explicit surface represented as 3D Gaussians, with a spatially varying BRDF, and an implicit volumetric representation of the scattering component. A learned incident light field accounts for shadowing. We optimize all parameters jointly via ray-traced differentiable rendering. Our approach enables material editing, relighting and novel view synthesis at interactive rates. We show successful application on synthetic data and introduce a newly acquired multi-view multi-light dataset of objects in a light-stage setup. Compared to previous work we achieve comparable or better results at a fraction of optimization and rendering time while enabling detailed control over material attributes. Project page https://sss.jdihlmann.com/
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