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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.

3D重建和重新照明由散射材料制成的物体具有显著的挑战性,因为表面下复杂的光传输。3D高斯投影技术引入了实时速度下的高质量新视图合成。虽然3D高斯能够高效地近似物体的表面,但它们无法捕捉次表面散射的体积特性。我们提出了一个框架,通过多视角OLAT(每次一个光源)数据来优化物体的形状以及辐射传输场。我们的方法将场景分解为一个由3D高斯表示的显式表面,带有空间变化的BRDF,以及一个隐式的散射组件体积表示。一个学习的入射光场负责阴影处理。我们通过光线追踪可微分渲染共同优化所有参数。我们的方法实现了材质编辑、重新照明和交互速率下的新视图合成。我们展示了在合成数据上的成功应用,并引入了一个新获得的多视角多光源数据集,该数据集在光照舞台环境下采集。与之前的工作相比,我们在优化和渲染时间的一小部分内实现了可比或更好的结果,同时能够详细控制材质属性。