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:我们提出了三维表面溅射(3DSS),这是首个基于物理的多视图图像逆渲染可微表面溅射渲染器。我们的核心洞见在于,表面溅射本质中的表面分离问题可直接通过重建核本身的形式化表达来解决。基于此基础,我们推导出基于覆盖的合成模型,其逐层不透明度直接源于累积椭圆加权平均重建权重,从而在稀疏覆盖边缘处生成抗锯齿轮廓和具有信息量的可见性梯度。结合协同优化的HDR环境光照下的前向微面着色与密度感知自适应细化,3DSS能够联合恢复形状、空间变化的BRDF材质以及光照。由于优化后的表征是一组定向表面样本,它通过从定向点云方法进行表面重建,原生地桥接了基于网格的工作流程。我们在几何重建、新视图合成和新光照重照明任务上,将3DSS与基于网格、隐式表示和高斯溅射的基线方法进行了对比评估。