We present SpectroMotion, a novel approach that combines 3D Gaussian Splatting (3DGS) with physically-based rendering (PBR) and deformation fields to reconstruct dynamic specular scenes. Previous methods extending 3DGS to model dynamic scenes have struggled to accurately represent specular surfaces. Our method addresses this limitation by introducing a residual correction technique for accurate surface normal computation during deformation, complemented by a deformable environment map that adapts to time-varying lighting conditions. We implement a coarse-to-fine training strategy that significantly enhances both scene geometry and specular color prediction. We demonstrate that our model outperforms prior methods for view synthesis of scenes containing dynamic specular objects and that it is the only existing 3DGS method capable of synthesizing photorealistic real-world dynamic specular scenes, outperforming state-of-the-art methods in rendering complex, dynamic, and specular scenes.
翻译:本文提出SpectroMotion,一种将3D高斯泼溅(3DGS)与基于物理的渲染(PBR)及变形场相结合以重建动态镜面场景的新方法。先前将3DGS扩展至动态场景建模的方法难以精确表示镜面表面。本方法通过引入变形过程中精确计算表面法向的残差校正技术,并结合可适应时变光照条件的可变形环境贴图,解决了这一局限性。我们采用由粗到精的训练策略,显著提升了场景几何与镜面颜色预测的准确性。实验表明,本模型在包含动态镜面物体的场景视图合成任务上优于现有方法,并且是当前唯一能够合成逼真真实世界动态镜面场景的3DGS方法,在渲染复杂、动态且具有镜面特性的场景方面超越了现有最先进方法。