GS-IR: 3D Gaussian Splatting for Inverse Rendering

Fuente: arXiv
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Autori principali: Liang, Zhihao, Zhang, Qi, Feng, Ying, Shan, Ying, Jia, Kui
Natura: Preprint
Pubblicazione: 2023
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author Liang, Zhihao
Zhang, Qi
Feng, Ying
Shan, Ying
Jia, Kui
author_facet Liang, Zhihao
Zhang, Qi
Feng, Ying
Shan, Ying
Jia, Kui
contents We propose GS-IR, a novel inverse rendering approach based on 3D Gaussian Splatting (GS) that leverages forward mapping volume rendering to achieve photorealistic novel view synthesis and relighting results. Unlike previous works that use implicit neural representations and volume rendering (e.g. NeRF), which suffer from low expressive power and high computational complexity, we extend GS, a top-performance representation for novel view synthesis, to estimate scene geometry, surface material, and environment illumination from multi-view images captured under unknown lighting conditions. There are two main problems when introducing GS to inverse rendering: 1) GS does not support producing plausible normal natively; 2) forward mapping (e.g. rasterization and splatting) cannot trace the occlusion like backward mapping (e.g. ray tracing). To address these challenges, our GS-IR proposes an efficient optimization scheme that incorporates a depth-derivation-based regularization for normal estimation and a baking-based occlusion to model indirect lighting. The flexible and expressive GS representation allows us to achieve fast and compact geometry reconstruction, photorealistic novel view synthesis, and effective physically-based rendering. We demonstrate the superiority of our method over baseline methods through qualitative and quantitative evaluations on various challenging scenes.
format Preprint
id arxiv_https___arxiv_org_abs_2311_16473
institution arXiv
publishDate 2023
record_format arxiv
spellingShingle GS-IR: 3D Gaussian Splatting for Inverse Rendering
Liang, Zhihao
Zhang, Qi
Feng, Ying
Shan, Ying
Jia, Kui
Computer Vision and Pattern Recognition
We propose GS-IR, a novel inverse rendering approach based on 3D Gaussian Splatting (GS) that leverages forward mapping volume rendering to achieve photorealistic novel view synthesis and relighting results. Unlike previous works that use implicit neural representations and volume rendering (e.g. NeRF), which suffer from low expressive power and high computational complexity, we extend GS, a top-performance representation for novel view synthesis, to estimate scene geometry, surface material, and environment illumination from multi-view images captured under unknown lighting conditions. There are two main problems when introducing GS to inverse rendering: 1) GS does not support producing plausible normal natively; 2) forward mapping (e.g. rasterization and splatting) cannot trace the occlusion like backward mapping (e.g. ray tracing). To address these challenges, our GS-IR proposes an efficient optimization scheme that incorporates a depth-derivation-based regularization for normal estimation and a baking-based occlusion to model indirect lighting. The flexible and expressive GS representation allows us to achieve fast and compact geometry reconstruction, photorealistic novel view synthesis, and effective physically-based rendering. We demonstrate the superiority of our method over baseline methods through qualitative and quantitative evaluations on various challenging scenes.
title GS-IR: 3D Gaussian Splatting for Inverse Rendering
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2311.16473