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3iGS: Factorised Tensorial Illumination for 3D Gaussian Splatting (2408.03753v1)

Published 7 Aug 2024 in cs.CV

Abstract: The use of 3D Gaussians as representation of radiance fields has enabled high quality novel view synthesis at real-time rendering speed. However, the choice of optimising the outgoing radiance of each Gaussian independently as spherical harmonics results in unsatisfactory view dependent effects. In response to these limitations, our work, Factorised Tensorial Illumination for 3D Gaussian Splatting, or 3iGS, improves upon 3D Gaussian Splatting (3DGS) rendering quality. Instead of optimising a single outgoing radiance parameter, 3iGS enhances 3DGS view-dependent effects by expressing the outgoing radiance as a function of a local illumination field and Bidirectional Reflectance Distribution Function (BRDF) features. We optimise a continuous incident illumination field through a Tensorial Factorisation representation, while separately fine-tuning the BRDF features of each 3D Gaussian relative to this illumination field. Our methodology significantly enhances the rendering quality of specular view-dependent effects of 3DGS, while maintaining rapid training and rendering speeds.

Citations (1)

Summary

  • The paper introduces a factorisation-based approach that integrates a continuous illumination field with nuanced BRDF features to improve view-dependent rendering.
  • It employs tensorial factorisation for efficient interpolation of local illumination, maintaining high-quality renderings in real-time scenarios.
  • Experimental results demonstrate significant enhancements over traditional 3D Gaussian Splatting, particularly in handling reflective and complex surfaces.

3iGS: Factorised Tensorial Illumination for 3D Gaussian Splatting

The paper "3iGS: Factorised Tensorial Illumination for 3D Gaussian Splatting" by Zhe Jun Tang and Tat-Jen Cham presents an enhanced method for rendering 3D scenes by improving upon the existing 3D Gaussian Splatting (3DGS) technique. The proposed method, termed 3iGS, addresses the limitations of independently optimized outgoing radiance via spherical harmonics by incorporating a continuous illumination field and Bidirectional Reflectance Distribution Function (BRDF) features into the outgoing radiance model. This method is designed to enhance view-dependent effects while preserving the real-time rendering performance characteristic of 3DGS.

Overview

3D Gaussian Splatting has become a notable method for real-time rendering of photorealistic novel views by representing 3D objects and scenes using independent 3D Gaussians with different opacities, anisotropic covariances, and spherical harmonic coefficients. Despite 3DGS’s strengths in synthesizing novel views quickly, it struggles with complex view-dependent surface effects, particularly reflective and specular surfaces. The traditional approach used by 3DGS fails to capture the nuanced variations in surface reflections due to its simplistic optimization of the outgoing radiance of each Gaussian independently.

3iGS aims to refine the rendering quality of 3DGS by redefining how outgoing radiance is computed. Instead of optimizing a single outgoing radiance parameter, 3iGS introduces:

  1. A continuous incident illumination field optimized via Tensorial Factorisation.
  2. Detailed BRDF features for each 3D Gaussian, fine-tuned relative to the local illumination field.

These improvements enable 3iGS to provide high-quality renderings with significant enhancements in specular view-dependent effects while maintaining rapid training and rendering speeds.

Methodology

The 3iGS approach is innovative in the way it incorporates tensorial factorisation to represent the illumination field. The methodology involves the following key components:

  • Tensorial Illumination Field: The local illumination field is represented by compact factorised tensors. The means of the 3D Gaussians are inputted into these tensors to interpolate illumination features for faster and more efficient evaluation.
  • Gaussian BRDF Features: Each 3D Gaussian is defined by its mean, opacity, anisotropic covariance, diffused color, and BRDF features. The neural renderer leverages these factors, along with the incident illumination neural field and the viewing angle, to calculate a Gaussian's specular color.
  • Neural Renderer: This component maps the incident illumination field, Gaussian BRDF attributes, and the viewing angle to generate the specular color. The final outgoing radiance of a Gaussian is a combination of its constant diffused color and view-dependent specular color.

Results

The effectiveness of 3iGS is validated across various datasets, including synthetic datasets (NeRF Blender and Shiny Blender) and real-world scenarios (Tanks and Temples). The experimental results demonstrate that 3iGS achieves superior performance over 3DGS and GaussianShader both quantitatively and qualitatively. In particular, 3iGS shows significant improvements in scenes with complex geometries and reflective surfaces, as evidenced by higher PSNR, SSIM, and LPIPS metrics.

Implications

The practical implications of 3iGS are profound, especially in fields requiring real-time photorealistic rendering, such as video games, virtual reality, and computer graphics. By enhancing the quality of view-dependent effects while maintaining real-time rendering speeds, 3iGS paves the way for more immersive and visually accurate digital experiences. Theoretically, this approach underscores the importance of considering interdependencies in scene illumination and the potential of tensorial representations for efficient scene rendering.

Future Developments

Looking forward, potential developments could include expanding 3iGS to handle unbounded scenes and improving memory efficiency for large-scale applications. Further research might explore the integration of advanced neural architectures or hybrid models that combine the strengths of rasterization and ray tracing techniques. Additionally, investigating alternative factorizations or dynamic illumination models could yield further enhancements in rendering quality and speed.

Conclusion

3iGS marks a significant step forward in the domain of neural scene representation and rendering. By addressing the limitations of 3DGS with a refined approach that leverages a continuous illumination field and nuanced BRDF features, 3iGS offers a robust solution for enhancing specular view-dependent effects. The combination of high-quality rendering and real-time performance established by 3iGS sets a promising foundation for future research and applications in photorealistic rendering.