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RGS-DR: Reflective Gaussian Surfels with Deferred Rendering for Shiny Objects (2504.18468v3)

Published 25 Apr 2025 in cs.CV

Abstract: We introduce RGS-DR, a novel inverse rendering method for reconstructing and rendering glossy and reflective objects with support for flexible relighting and scene editing. Unlike existing methods (e.g., NeRF and 3D Gaussian Splatting), which struggle with view-dependent effects, RGS-DR utilizes a 2D Gaussian surfel representation to accurately estimate geometry and surface normals, an essential property for high-quality inverse rendering. Our approach explicitly models geometric and material properties through learnable primitives rasterized into a deferred shading pipeline, effectively reducing rendering artifacts and preserving sharp reflections. By employing a multi-level cube mipmap, RGS-DR accurately approximates environment lighting integrals, facilitating high-quality reconstruction and relighting. A residual pass with spherical-mipmap-based directional encoding further refines the appearance modeling. Experiments demonstrate that RGS-DR achieves high-quality reconstruction and rendering quality for shiny objects, often outperforming reconstruction-exclusive state-of-the-art methods incapable of relighting.

Summary

  • The paper presents RGS-DR, a novel method using Reflective Gaussian Surfels with Deferred Rendering to accurately reconstruct and render shiny objects by modeling geometry, materials, and lighting.
  • RGS-DR uses a 2D Gaussian surfel representation, a multi-level cube mipmap for environment lighting, and a residual pass to capture complex reflections and enable relighting.
  • Experimental results demonstrate RGS-DR's superior performance in reconstructing shiny objects on synthetic data, advancing photorealistic rendering for applications like VR/AR and gaming.

RGS-DR: Reflective Gaussian Surfels with Deferred Rendering for Shiny Objects

The paper presents a novel approach, termed Reflective Gaussian Surfels with Deferred Rendering (RGS-DR), to address the challenges associated with reconstructing and rendering glossy and reflective objects. RGS-DR specifically targets the robust modeling of shiny surfaces, which pose significant issues for existing methodologies due to their complex view-dependent effects such as specular highlights and reflections.

The authors introduce a 2D Gaussian surfel representation that facilitates accurate estimation of geometry and surface normals—crucial elements for high-quality inverse rendering. By diverging from the traditional methods that struggle with multi-view inconsistencies, RGS-DR explicitly models geometric and material properties. These properties are then rasterized into a deferred shading pipeline, which effectively reduces rendering artifacts and enhances the sharpness of reflections.

A significant innovation within RGS-DR is its use of a multi-level cube mipmap to approximate environment lighting integrals accurately. This enhancement supports high-quality reconstruction and provides significant flexibility in relighting scenarios. Furthermore, the method incorporates a residual pass that utilizes spherical-mipmap-based directional encoding to finely model appearance, capturing complex interactions such as inter-reflections that are not fully addressed by the deferred lighting pass alone.

Numerical results presented in the paper demonstrate that RGS-DR achieves high-quality reconstruction of shiny objects, often surpassing the performance of state-of-the-art methods that are solely reconstruction-focused and are not capable of relighting. Notably, the paper highlights superior results on synthetic datasets where shiny surfaces are predominant, showcasing RGS-DR's ability to disentangle scene geometry, material properties, and illumination effectively.

The implications of this research are substantial for fields including virtual and augmented reality (VR/AR), gaming, and photorealistic rendering, where accurate portrayal of shiny surfaces is vital. Practically, the method allows for relighting and scene editing by enabling changes in environment lighting and material attributes, such as roughness and diffuse color. Theoretically, this work sets a precedent for future algorithmic developments in handling reflective properties of surfaces through adaptive rendering techniques and environment modeling.

The research presented in this paper signifies a leap toward refining the integration of geometry modeling with accurate lighting representation, paving the way for realistic and flexible scene rendering. Future directions may focus on extending the capabilities of RGS-DR to unbounded scenes, incorporating advanced visibility reasoning to further enhance shadow modeling, and optimizing computational efficiency to facilitate real-time applications. Overall, this work contributes significantly to the ongoing advancements in computer vision and graphics, specifically in rendering complex luminous phenomena.