Related papers: Differentiable Light Transport with Gaussian Surfe…
Inverse rendering with Gaussian Splatting has advanced rapidly, but accurately disentangling material properties from complex global illumination effects, particularly indirect illumination, remains a major challenge. Existing methods often…
Inverse rendering of glossy objects from RGB imagery remains fundamentally limited by inherent ambiguity. Although NeRF-based methods achieve high-fidelity reconstruction via dense-ray sampling, their computational cost is prohibitive.…
Geometric reconstruction of opaque surfaces from images is a longstanding challenge in computer vision, with renewed interest from volumetric view synthesis algorithms using radiance fields. We leverage the geometry field proposed in recent…
Accurate reconstruction and relighting of glossy objects remains a longstanding challenge, as object shape, material properties, and illumination are inherently difficult to disentangle. Existing neural rendering approaches often rely on…
We introduce Gaussian-enhanced Surfels (GESs), a bi-scale representation for radiance field rendering, wherein a set of 2D opaque surfels with view-dependent colors represent the coarse-scale geometry and appearance of scenes, and a few 3D…
Accurately modeling light transport is essential for realistic image synthesis. Photon mapping provides physically grounded estimates of complex global illumination effects such as caustics and specular-diffuse interactions, yet its…
Recent 3D Gaussian Splatting (3DGS) representations have demonstrated remarkable performance in novel view synthesis; further, material-lighting disentanglement on 3DGS warrants relighting capabilities and its adaptability to broader…
3D Gaussian Splatting (3DGS) has demonstrated impressive capabilities in novel view synthesis. However, rendering reflective objects remains a significant challenge, particularly in inverse rendering and relighting. We introduce RTR-GS, a…
Explicit neural representations such as 3D Gaussian Splatting (3DGS) enable high-fidelity and real-time novel view synthesis, yet optimize for alpha-composited optical appearance rather than ray-intersectable geometry. In contrast,…
Inverse rendering methods that account for global illumination are becoming more popular, but current methods require evaluating and automatically differentiating millions of path integrals by tracing multiple light bounces, which remains…
Image data captured outdoors often exhibit unbounded scenes and unconstrained, varying lighting conditions, making it challenging to decompose them into geometry, reflectance, and illumination. Recent works have focused on achieving this…
Transmissive scenes are ubiquitous in daily life, yet reconstructing and rendering them remains highly challenging due to the inherent entanglement between near-field reflections from the surrounding environment on the transmissive surface,…
Gaussian Splatting demonstrates impressive results in multi-view reconstruction based on Gaussian explicit representations. However, the current Gaussian primitives only have a single view-dependent color and an opacity to represent the…
Gaussian Splatting have demonstrated remarkable novel view synthesis performance at high rendering frame rates. Optimization-based inverse rendering within complex capture scenarios remains however a challenging problem. A particular case…
3D Gaussian Splatting (3DGS) has demonstrated impressive performance in 3D scene reconstruction. Beyond novel view synthesis, it shows great potential for multi-view surface reconstruction. Existing methods employ optimization-based…
We present TranSplat, a method for instant, accurate object relighting within the Gaussian Splatting (GS) framework. Rather than relying on costly inverse rendering routines, we propose a BRDF-free radiance transfer strategy that…
We proposed Precomputed RadianceTransfer of GaussianSplats (PRTGS), a real-time high-quality relighting method for Gaussian splats in low-frequency lighting environments that captures soft shadows and interreflections by precomputing 3D…
We propose a novel point-based representation, Gaussian surfels, to combine the advantages of the flexible optimization procedure in 3D Gaussian points and the surface alignment property of surfels. This is achieved by directly setting the…
Searching for a unified scene representation remains a research challenge in computer graphics. Traditional mesh-based representations are unsuitable for dense, fuzzy elements, and introduce additional complexity for filtering and…
We introduce Differentiable Neural Radiosity, a novel method of representing the solution of the differential rendering equation using a neural network. Inspired by neural radiosity techniques, we minimize the norm of the residual of the…