Wu Tong, Sun Jia-Mu, Lai Yu-Kun, Ma Yuewen, Kobbelt Leif, Gao Lin
IEEE Trans Pattern Anal Mach Intell. 2025 Aug;47(8):6307-6319. doi: 10.1109/TPAMI.2025.3560933.
Reconstructing and editing 3D objects and scenes both play crucial roles in computer graphics and computer vision. Neural radiance fields (NeRFs) can achieve realistic reconstruction and editing results but suffer from inefficiency in rendering. Gaussian splatting significantly accelerates rendering by rasterizing Gaussian ellipsoids. However, Gaussian splatting utilizes a single Spherical Harmonic (SH) function to model both texture and lighting, limiting independent editing capabilities of these components. Recently, attempts have been made to decouple texture and lighting with the Gaussian splatting representation but may fail to produce plausible geometry and decomposition results on reflective scenes. Additionally, the forward shading technique they employ introduces noticeable blending artifacts during relighting, as the geometry attributes of Gaussians are optimized under the original illumination and may not be suitable for novel lighting conditions. To address these issues, we introduce DeferredGS, a method for decoupling and relighting the Gaussian splatting representation using deferred shading. To achieve successful decoupling, we model the illumination with a learnable environment map and define additional attributes such as texture parameters and normal direction on Gaussians, where the normal is distilled from a jointly trained signed distance function. More importantly, we apply deferred shading, resulting in more realistic relighting effects compared to previous methods. Both qualitative and quantitative experiments demonstrate the superior performance of DeferredGSin novel view synthesis and relighting tasks.
三维物体和场景的重建与编辑在计算机图形学和计算机视觉中都起着至关重要的作用。神经辐射场(NeRFs)可以实现逼真的重建和编辑结果,但渲染效率较低。高斯点渲染通过对高斯椭球体进行光栅化显著加速了渲染。然而,高斯点渲染利用单个球谐(SH)函数对纹理和光照进行建模,限制了这些组件的独立编辑能力。最近,人们尝试用高斯点渲染表示法将纹理和光照解耦,但在反射场景中可能无法产生合理的几何形状和分解结果。此外,他们采用的前向阴影技术在重光照过程中会引入明显的混合伪影,因为高斯的几何属性是在原始光照下优化的,可能不适用于新的光照条件。为了解决这些问题,我们引入了DeferredGS,一种使用延迟阴影对高斯点渲染表示法进行解耦和重光照的方法。为了实现成功解耦,我们用一个可学习的环境图对光照进行建模,并在高斯上定义额外的属性,如纹理参数和法线方向,其中法线是从联合训练的有符号距离函数中提取的。更重要的是,我们应用延迟阴影,与以前的方法相比,产生了更逼真的重光照效果。定性和定量实验都证明了DeferredGS在新视图合成和重光照任务中的优越性能。