EnvGS represents scene reflections as a set of 3D Gaussian primitives that are ray-traced from the reflected view direction, enabling sharper near-field and high-frequency reflections than environment-map methods at real-time speed.
Ref-GS: Directional Factorization for 2D Gaussian Splatting
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abstract
In this paper, we introduce Ref-GS, a novel approach for directional light factorization in 2D Gaussian splatting, which enables photorealistic view-dependent appearance rendering and precise geometry recovery. Ref-GS builds upon the deferred rendering of Gaussian splatting and applies directional encoding to the deferred-rendered surface, effectively reducing the ambiguity between orientation and viewing angle. Next, we introduce a spherical Mip-grid to capture varying levels of surface roughness, enabling roughness-aware Gaussian shading. Additionally, we propose a simple yet efficient geometry-lighting factorization that connects geometry and lighting via the vector outer product, significantly reducing renderer overhead when integrating volumetric attributes. Our method achieves superior photorealistic rendering for a range of open-world scenes while also accurately recovering geometry.
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EnvGS: Modeling View-Dependent Appearance with Environment Gaussian
EnvGS represents scene reflections as a set of 3D Gaussian primitives that are ray-traced from the reflected view direction, enabling sharper near-field and high-frequency reflections than environment-map methods at real-time speed.