3D Gaussian Splatting (3D-GS) has made a notable advancement in the field of neural rendering, 3D scene reconstruction, and novel view synthesis. Nevertheless, 3D-GS encounters the main challenge when it comes to accurately representing physical reflections, especially in the case of total reflection and semi-reflection that are commonly found in real-world scenes. This limitation causes reflections to be mistakenly treated as independent elements with physical presence, leading to imprecise reconstructions. Herein, to tackle this challenge, we propose RefGaussian to disentangle reflections from 3D-GS for realistically modeling reflections. Specifically, we propose to split a scene into transmitted and reflected components and represent these components using two Spherical Harmonics (SH). Given that this decomposition is not fully determined, we employ local regularization techniques to ensure local smoothness for both the transmitted and reflected components, thereby achieving more plausible decomposition outcomes than 3D-GS. Experimental results demonstrate that our approach achieves superior novel view synthesis and accurate depth estimation outcomes. Furthermore, it enables the utilization of scene editing applications, ensuring both high-quality results and physical coherence.
翻译:3D高斯泼溅(3D-GS)在神经渲染、三维场景重建和新视角合成领域取得了显著进展。然而,3D-GS在准确表征物理反射方面面临主要挑战,尤其是在真实场景中常见的全反射和半反射情形下。这一局限导致反射被错误地视为具有物理实体的独立元素,从而引起重建结果不精确。为解决此问题,本文提出RefGaussian方法,通过从3D-GS中解耦反射来实现对反射现象的真实建模。具体而言,我们将场景分解为透射分量与反射分量,并利用两组球谐函数(SH)分别表征这些分量。鉴于该分解问题本身不具备完全确定性,我们采用局部正则化技术来保证透射与反射分量的局部平滑性,从而获得比3D-GS更合理的分解结果。实验结果表明,我们的方法在新视角合成与深度估计方面均取得了更优的结果。此外,该方法支持场景编辑应用,在保证高质量生成效果的同时维持了物理一致性。