Subsurface Scattering for 3D Gaussian Splatting

Fuente: arXiv
Salvato in:
Dettagli Bibliografici
Autori principali: Dihlmann, Jan-Niklas, Majumdar, Arjun, Engelhardt, Andreas, Braun, Raphael, Lensch, Hendrik P. A.
Natura: Preprint
Pubblicazione: 2024
Soggetti:
Accesso online:
Tags: Aggiungi Tag
Nessun Tag, puoi essere il primo ad aggiungerne!!
_version_ 1866929570020589568
author Dihlmann, Jan-Niklas
Majumdar, Arjun
Engelhardt, Andreas
Braun, Raphael
Lensch, Hendrik P. A.
author_facet Dihlmann, Jan-Niklas
Majumdar, Arjun
Engelhardt, Andreas
Braun, Raphael
Lensch, Hendrik P. A.
contents 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/
format Preprint
id arxiv_https___arxiv_org_abs_2408_12282
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Subsurface Scattering for 3D Gaussian Splatting
Dihlmann, Jan-Niklas
Majumdar, Arjun
Engelhardt, Andreas
Braun, Raphael
Lensch, Hendrik P. A.
Computer Vision and Pattern Recognition
Graphics
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/
title Subsurface Scattering for 3D Gaussian Splatting
topic Computer Vision and Pattern Recognition
Graphics
url https://arxiv.org/abs/2408.12282