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Subsurface Scattering for 3D Gaussian Splatting (2408.12282v2)

Published 22 Aug 2024 in cs.CV and cs.GR

Abstract: 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/

Summary

  • The paper’s main contribution is a hybrid approach combining explicit 3D Gaussian surfaces with an implicit neural network to accurately model subsurface scattering effects.
  • It employs ray-traced differentiable rendering to learn detailed incident light fields, enabling real-time relighting and precise material editing.
  • Experimental results demonstrate that this method surpasses state-of-the-art techniques in rendering quality and efficiency, as confirmed by PSNR, SSIM, and LPIPS metrics.

Subsurface Scattering for 3D Gaussian Splatting

The paper "Subsurface Scattering for 3D Gaussian Splatting" by Dihlmann et al. introduces a novel approach to model subsurface scattering (SSS) effects in 3D Gaussian Splatting (3D GS) for real-time rendering. Specifically, the authors present a hybrid method combining explicit surface representations using spatially varying BRDFs with an implicit volumetric representation for subsurface scattering, optimized via ray-traced differentiable rendering. The method is evaluated using synthetic and newly acquired real-world datasets, demonstrating real-time relighting and material editing with high fidelity.

Core Contributions

Hybrid Representation

The method leverages a hybrid representation to capture detailed SSS effects:

  • Explicit Surface Representation: Modeled using 3D Gaussians for the surface, incorporating PBR material parameters such as base color, roughness, metalness, and surface normal.
  • Implicit Volumetric Representation: A lightweight neural network estimates the SSS shading component not captured by the surface shader.

The use of a joint optimization process that combines these representations ensures both surface and volumetric properties are accurately captured.

Incident Light Field

A critical component of the method is learning the incident light field:

  • Ray-Traced Visibility Supervision: The shadowing effects are computed via ray tracing, providing a learnable visibility term per Gaussian.
  • Neural Light Field Representation: Implements a global neural network to account for both local and global light transport, providing incident light estimates essential for accurate SSS modeling.

Deferred Shading in Image Space

Notably, the authors enhance the 3D GS framework with deferred shading in image space. This:

  • Enhances Specular Highlights: The method rasterizes Gaussians into image space before conducting shading, allowing for improved representation of specular reflections and other high-frequency details.
  • Improves Real-time Rendering: By combining efficient rasterization with this shading approach, the method achieves interactive rendering speeds.

Experimental Results

The paper evaluates the method using a diverse dataset of synthetic and real-world objects:

  • Synthetic Dataset: Generated using Blender's Cycles renderer, covers various materials such as plastic, wax, and jade.
  • Real-World Dataset: Acquired using a light stage setup, featuring objects with significant SSS effects.

Quantitative metrics (PSNR, SSIM, LPIPS) demonstrate that the method achieves comparable or superior performance to state-of-the-art techniques with substantially reduced training and rendering times. Additionally, the qualitative results underline the method's ability to accurately reconstruct and relight objects with complex subsurface scattering properties.

Implications and Future Directions

Practical Applications

The research holds significant implications for fields requiring high-fidelity rendering:

  • Medical Imaging and Visualization: The ability to accurately render tissues and biological materials can improve diagnostic imaging and surgical simulations.
  • Entertainment Industry: Enhances realism in visual effects and animation by enabling realistic rendering of translucent materials.
  • VR and AR: Contributes to more immersive user experiences by providing accurate depictions of real-world materials.

Theoretical Implications

From a theoretical perspective, this research bridges the gap between efficient 3D object reconstruction and the complex light transport modeling required for subsurface scattering:

  • Combining Implicit and Explicit Representations: The method introduces a novel solution to combine the strengths of neural representations with classical PBR techniques.
  • Incident Light Field Learning: The integration of a neural network for incident light field prediction advances the field of physically accurate rendering under varying lighting conditions.

Speculating on Future Developments

Advancements based on this work could include:

  • Enhanced Real-Time Capabilities: Future research might focus on further optimizing the neural components to push the boundaries of real-time, high-fidelity rendering.
  • Generalized Lighting Conditions: Extending the framework to handle more generalized lighting conditions and dynamic environments could broaden the applicability of the method.
  • Broader Material Spectrum: Investigating the inclusion of other complex material behaviors, such as anisotropic scattering and birefringence, will enhance the versatility of the approach.

In summary, this paper presents a significant advancement in the domain of real-time rendering, particularly for objects exhibiting subsurface scattering. By marrying 3D Gaussian Splatting with an implicit neural network, the approach adeptly handles the intricate light transport dynamics, enabling photorealistic rendering and material manipulation at interactive rates. The implications and potential future developments highlight the method's promising trajectory in both practical applications and theoretical contributions to computer graphics and vision.