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Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracing
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Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracing
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In this paper, we present a novel differentiable point-based rendering framework to achieve photo-realistic relighting. To make the reconstructed scene relightable, we enhance vanilla 3D Gaussians by associating extra properties, including normal vectors, BRDF parameters, and incident lighting from various directions. From a collection of multi-view images, the 3D scene is optimized through 3D Gaussian Splatting while BRDF and lighting are decomposed by physically based differentiable rendering. To produce plausible shadow effects in photo-realistic relighting, we introduce an innovative point-based ray tracing with the bounding volume hierarchies for efficient visibility pre-computation. Extensive experiments demonstrate our improved BRDF estimation, novel view synthesis and relighting results compared to state-of-the-art approaches. The proposed framework showcases the potential to revolutionize the mesh-based graphics pipeline with a point-based pipeline enabling editing, tracing, and relighting.
Forward citations
Cited by 12 Pith papers
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Intrinsic decomposition and editing of 3D Gaussian splats
A method to decompose 3D Gaussian splats into independent albedo and shading components for consistent texture editing in radiance fields.
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PTIR-GS: Path-Traced Inverse Rendering with Global Illumination in 3D Gaussian Fields
A splatting-free path-traced inverse rendering framework for 3D Gaussian fields that supports optimization under the full rendering equation with ray-traced visibility and multi-bounce light transport via a path-space...
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PTIR-GS: Path-Traced Inverse Rendering with Global Illumination in 3D Gaussian Fields
A splatting-free path-traced inverse rendering method for 3D Gaussian fields that defines a path-space interaction model enabling unbiased Monte-Carlo rendering and optimization under the full rendering equation with ...
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Splats in Splats++: Robust and Generalizable 3D Gaussian Splatting Steganography
Splats in Splats++ embeds messages into 3DGS via importance-graded SH encryption, hash-grid opacity mapping, and a gradient-gated consistency loss, achieving higher fidelity and robustness than prior methods.
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TranSplat: Instant Object Relighting in Gaussian Splatting via Spherical Harmonic Radiance Transfer
TranSplat performs instant object relighting in Gaussian Splatting by analytically modulating SH appearance coefficients via per-normal irradiance ratios from source and target environment maps, with dual-path specula...
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GRay: Ray Tracing 3D Gaussians Near the Speed of Splats
GRay is a ray tracer for 3D Gaussians that exploits dense small primitives for logarithmic scaling, rendering nearly 4x faster and optimizing nearly 10x faster than prior ray tracing while remaining competitive with s...
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Learning Efficient 4D Gaussian Representations from Monocular Videos with Flow Splatting
Flow Splatting extends 4D Gaussian volumes with time-varying means and covariances, approximates a velocity field, and splats it to render optical flow for supervising dynamic reconstruction from monocular video.
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PTIR-GS: Path-Traced Inverse Rendering with Global Illumination in 3D Gaussian Fields
PTIR-GS develops a splatting-free path-traced inverse rendering method for 3D Gaussian fields to achieve consistent optimization with global illumination and multi-bounce light transport.
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Self-Learning Expression Deformations for Data-Efficient Gaussian Avatars
SAGE self-learns Gaussian expression deformations via joint surfel-SDF optimization and self-supervised consistency, enabling comparable avatar quality from single frames, monocular rotations, or one-shot inputs.
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TRON: Tracing Rays to Orchestrate a Neural Renderer for 3D Gaussian Reconstructions
Hybrid system that uses ray-traced 3D Gaussians to supply radiometric guidance and material regularization to a neural renderer for editable, realistic output from captured scenes.
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MaterialClusterGS: Palette-Based Material Decomposition and Physically-Based Relighting with 2D Gaussian Splatting
A palette-based framework decomposes 2D Gaussian Splatting scenes into shared BRDF prototypes via a spatial material field for coherent editing and relighting under physical rendering.
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A Survey on 3D Gaussian Splatting
A survey compiling principles, applications, benchmarks, and challenges of 3D Gaussian Splatting for explicit 3D scene representation.
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