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IRGS: Inter-Reflective Gaussian Splatting with 2D Gaussian Ray Tracing
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In inverse rendering, accurately modeling visibility and indirect radiance for incident light is essential for capturing secondary effects. Due to the absence of a powerful Gaussian ray tracer, previous 3DGS-based methods have either adopted a simplified rendering equation or used learnable parameters to approximate incident light, resulting in inaccurate material and lighting estimations. To this end, we introduce inter-reflective Gaussian splatting (IRGS) for inverse rendering. To capture inter-reflection, we apply the full rendering equation without simplification and compute incident radiance on the fly using the proposed differentiable 2D Gaussian ray tracing. Additionally, we present an efficient optimization scheme to handle the computational demands of Monte Carlo sampling for rendering equation evaluation. Furthermore, we introduce a novel strategy for querying the indirect radiance of incident light when relighting the optimized scenes. Extensive experiments on multiple standard benchmarks validate the effectiveness of IRGS, demonstrating its capability to accurately model complex inter-reflection effects.
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Cited by 2 Pith papers
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MV-CoLight: Efficient Object Compositing with Consistent Lighting and Shadow Generation
A feed-forward two-stage compositing framework that harmonizes inserted objects across views using a Hilbert-ordered Gaussian color mapping, trained and evaluated on a new 480k-scene synthetic dataset.
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BEAM: Bridging Physically-based Rendering and Gaussian Modeling for Relightable Volumetric Video
A pipeline that adds physically-based surface materials to dynamic 4D Gaussians, producing relightable volumetric video from multi-view RGB footage.
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