3D reconstruction and relighting of objects made from scattering materials present a significant challenge due to the complex light transport beneath the surface. 3D Gaussian Splatting introduced high-quality novel view synthesis at real-time speeds. While 3D Gaussians efficiently approximate an object's surface, they fail to capture the volumetric properties of subsurface scattering. We propose a framework for optimizing an object's shape together with the radiance transfer field given multi-view OLAT (one light at a time) data. Our method decomposes the scene into an explicit surface represented as 3D Gaussians, with a spatially varying BRDF, and an implicit volumetric representation of the scattering component. A learned incident light field accounts for shadowing. We optimize all parameters jointly via ray-traced differentiable rendering. Our approach enables material editing, relighting and novel view synthesis at interactive rates. We show successful application on synthetic data and introduce a newly acquired multi-view multi-light dataset of objects in a light-stage setup. Compared to previous work we achieve comparable or better results at a fraction of optimization and rendering time while enabling detailed control over material attributes. Project page https://sss.jdihlmann.com/
翻译:由散射材料构成的物体的三维重建与重光照,因其表面下复杂的光传输过程而构成重大挑战。3D高斯泼溅技术实现了实时速度下的高质量新视角合成。虽然3D高斯能有效近似物体表面,却无法捕捉次表面散射的体积特性。我们提出一个框架,在给定多视角OLAT(单次单光源)数据条件下,联合优化物体形状与辐射传输场。我们的方法将场景分解为:由3D高斯表示、具有空间变化BRDF的显式表面,以及散射分量的隐式体积表示。一个经过学习的入射光场负责处理阴影效应。我们通过光线追踪可微分渲染联合优化所有参数。该方法能够以交互速率实现材质编辑、重光照和新视角合成。我们在合成数据上展示了成功应用,并引入了一个新采集的、在光照舞台设置下拍摄的多视角多光源物体数据集。与先前工作相比,我们以极少的优化和渲染时间成本取得了相当或更优的结果,同时实现了对材质属性的精细控制。项目页面 https://sss.jdihlmann.com/