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:我们提出了3D表面溅射(3DSS),这是首个用于从多视角图像进行基于物理的逆渲染的可微表面溅射渲染器。我们的核心洞察是,表面溅射核心的表面分离问题可以从重建核本身直接推导出公式表达。基于这一基础,我们推导出一种基于覆盖的合成模型,其中每层的透明度直接由累积的椭圆加权平均重建权重产生,从而在稀疏覆盖的边缘生成抗锯齿轮廓和具有信息量的可见性梯度。结合在协同优化的HDR环境光照与密度感知自适应细化下的正向微面着色,3DSS联合恢复了形状、空间变化的BRDF材质和光照。由于优化后表示为一组定向表面样本,它通过基于定向点云方法的表面重建,自然地桥接到基于网格的工作流程。我们在几何重建、新视角合成和新光照重照明方面,将3DSS与基于网格、隐式和基于高斯溅射的基线方法进行了评估。