English

GS^3: Efficient Relighting with Triple Gaussian Splatting

Computer Vision and Pattern Recognition 2024-10-16 v1 Graphics

Abstract

We present a spatial and angular Gaussian based representation and a triple splatting process, for real-time, high-quality novel lighting-and-view synthesis from multi-view point-lit input images. To describe complex appearance, we employ a Lambertian plus a mixture of angular Gaussians as an effective reflectance function for each spatial Gaussian. To generate self-shadow, we splat all spatial Gaussians towards the light source to obtain shadow values, which are further refined by a small multi-layer perceptron. To compensate for other effects like global illumination, another network is trained to compute and add a per-spatial-Gaussian RGB tuple. The effectiveness of our representation is demonstrated on 30 samples with a wide variation in geometry (from solid to fluffy) and appearance (from translucent to anisotropic), as well as using different forms of input data, including rendered images of synthetic/reconstructed objects, photographs captured with a handheld camera and a flash, or from a professional lightstage. We achieve a training time of 40-70 minutes and a rendering speed of 90 fps on a single commodity GPU. Our results compare favorably with state-of-the-art techniques in terms of quality/performance. Our code and data are publicly available at https://GSrelight.github.io/.

Keywords

Cite

@article{arxiv.2410.11419,
  title  = {GS^3: Efficient Relighting with Triple Gaussian Splatting},
  author = {Zoubin Bi and Yixin Zeng and Chong Zeng and Fan Pei and Xiang Feng and Kun Zhou and Hongzhi Wu},
  journal= {arXiv preprint arXiv:2410.11419},
  year   = {2024}
}

Comments

Accepted to SIGGRAPH Asia 2024. Project page: https://gsrelight.github.io/

R2 v1 2026-06-28T19:22:18.085Z