We present 3D Surface Splatting (3DSS), the first differentiable surface splatting renderer for physically-based inverse rendering from multi-view images. Our central insight is that the surface separation problem at the heart of surface splatting admits a direct formulation in terms of the reconstruction kernels themselves. From this foundation we derive a coverage-based compositing model whose per-layer opacity arises directly from the accumulated Elliptical Weighted Average reconstruction weight, yielding anti-aliased silhouettes and informative visibility gradients at sparsely covered edges. Combined with forward microfacet shading under co-optimized HDR environment lighting and density-aware adaptive refinement, 3DSS jointly recovers shape, spatially-varying BRDF materials, and illumination. Because the optimized representation is a set of oriented surface samples, it bridges natively to mesh-based workflows via surface reconstruction from oriented point cloud methods. We evaluate 3DSS against mesh-based, implicit, and Gaussian-splatting baselines across geometry reconstruction, novel-view synthesis, and novel-illumination relighting.
翻译:我们提出三维表面喷溅(3DSS)——首个适用于基于物理的多视角图像逆向渲染的可微表面喷溅渲染器。核心发现是:表面喷溅中作为核心问题的表面分离可直接通过重建核函数本身加以公式化表达。基于此,我们推导出基于覆盖层的合成模型,其逐层不透明度直接来源于累积椭圆加权平均重建权重,由此在稀疏覆盖边缘处生成抗锯齿轮廓与信息性可见性梯度。结合在协同优化的高动态范围环境光照下的前向微表面着色与密度感知自适应细化,3DSS能够联合恢复几何形状、空间变化双向反射分布函数材质及光照。由于优化后的表征形式为一组定向表面样本,该方法可通过基于定向点云的表面重建算法原生连接至网格处理工作流。我们在几何重建、新视角合成及新光照重照明任务上,将3DSS与基于网格、隐式表示及高斯喷溅的基线方法进行对比评估。