Related papers: WishGI: Lightweight Static Global Illumination Bak…
High-quality global illumination (GI) in real-time rendering is commonly achieved using precomputed lighting techniques, with lightmap as the standard choice. To support GI for static objects in dynamic lighting environments, multiple…
We present a networked, high performance graphics system that combines dynamic, high quality, ray traced global illumination computed on a server with direct illumination and primary visibility computed on a client. This approach provides…
Efficiently calculating global illumination has always been one of the greatest challenges in computer graphics. Algorithms for approximating global illumination have always struggled to run in realtime for fully dynamic scenes, and have…
We present a learning-based approach to relight a single image of Lambertian and low-frequency specular objects. Our method enables inserting objects from photographs into new scenes and relighting them under the new environment lighting,…
Inverse rendering methods aim to estimate geometry, materials and illumination from multi-view RGB images. In order to achieve better decomposition, recent approaches attempt to model indirect illuminations reflected from different…
We present a efficient multi-view inverse rendering method for large-scale real-world indoor scenes that reconstructs global illumination and physically-reasonable SVBRDFs. Unlike previous representations, where the global illumination of…
Ghost imaging (GI) is an imaging technique that uses the correlation between two light beams to reconstruct the image of an object. Conventional GI algorithms require large memory space to store the measured data and perform complicated…
Reconstructing an object from photos and placing it virtually in a new environment goes beyond the standard novel view synthesis task as the appearance of the object has to not only adapt to the novel viewpoint but also to the new lighting…
Global Illumination (GI) is of utmost importance in the field of photo-realistic rendering. However, its computation has always been very complex, especially diffuse GI. State of the art real-time GI methods have limitations of different…
3D Gaussian Splatting (3DGS) has recently transformed the fields of novel view synthesis and 3D reconstruction due to its ability to accurately model complex 3D scenes and its unprecedented rendering performance. However, a significant…
We present a method for reconstructing high-quality meshes of large unbounded real-world scenes suitable for photorealistic novel view synthesis. We first optimize a hybrid neural volume-surface scene representation designed to have…
Gaussian Splatting (GS) enables immersive rendering, but realistic 3D object-scene composition remains challenging. Baked appearance and shadow information in GS radiance fields cause inconsistencies when combining objects and scenes.…
Decoupling lighting from geometry using unconstrained photo collections is notoriously challenging. Solving it would benefit many users as creating complex 3D assets takes days of manual labor. Many previous works have attempted to address…
Reconstructing 3D assets from images, known as inverse rendering (IR), remains a challenging task due to its ill-posed nature. 3D Gaussian Splatting (3DGS) has demonstrated impressive capabilities for novel view synthesis (NVS) tasks.…
Recovering the intrinsic physical attributes of a scene from images, generally termed as the inverse rendering problem, has been a central and challenging task in computer vision and computer graphics. In this paper, we present GUS-IR, a…
We propose GS-IR, a novel inverse rendering approach based on 3D Gaussian Splatting (GS) that leverages forward mapping volume rendering to achieve photorealistic novel view synthesis and relighting results. Unlike previous works that use…
Inverse rendering aims to decompose a scene into its geometry, material properties and light conditions under a certain rendering model. It has wide applications like view synthesis, relighting, and scene editing. In recent years, inverse…
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…
We present a physics-based inverse rendering method that learns the illumination, geometry, and materials of a scene from posed multi-view RGB images. To model the illumination of a scene, existing inverse rendering works either completely…
Gaussian Splatting (GS) has emerged as an effective representation for photorealistic rendering, but the underlying geometry, material, and lighting remain entangled, hindering scene editing. Existing GS-based methods struggle to…