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GS^3: Efficient Relighting with Triple Gaussian Splatting

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arxiv 2410.11419 v1 pith:7O2SA5BX submitted 2024-10-15 cs.CV cs.GR

classification cs.CVcs.GR
keywords gaussianspatialangularappearancedatagaussiansimagesinput
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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/.

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  1. ARM: Appearance Reconstruction Model for Relightable 3D Generation

    cs.CV 2024-11 conditional novelty 5.0 of 10

    ARM is a feed-forward model that reconstructs a 3D mesh and PBR texture maps (albedo, roughness, metalness) from sparse-view images, improving texture sharpness and relighting quality over prior single-image-to-3D methods.

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