GS^3: Efficient Relighting with Triple Gaussian Splatting
Zoubin Bi, Yixin Zeng, Chong Zeng, Fan Pei, Xiang Feng and, Kun Zhou, Hongzhi Wu

TL;DR
This paper introduces GS^3, a novel Gaussian-based representation and triple splatting method enabling real-time, high-quality relighting and view synthesis from multi-view images, with efficient training and rendering on standard hardware.
Contribution
It proposes a new spatial and angular Gaussian representation with triple splatting for fast, high-quality relighting and view synthesis, outperforming existing methods in speed and quality.
Findings
Achieves 90 fps rendering speed on a single GPU.
Demonstrates high-quality results across diverse geometries and appearances.
Training time is reduced to 40-70 minutes.
Abstract
We present a spatial and angular Gaussian based representation and a triple splatting process, for real-time, high-quality novel lighting-and-view synthesis from multi-view point-lit input images. To describe complex appearance, we employ a Lambertian plus a mixture of angular Gaussians as an effective reflectance function for each spatial Gaussian. To generate self-shadow, we splat all spatial Gaussians towards the light source to obtain shadow values, which are further refined by a small multi-layer perceptron. To compensate for other effects like global illumination, another network is trained to compute and add a per-spatial-Gaussian RGB tuple. The effectiveness of our representation is demonstrated on 30 samples with a wide variation in geometry (from solid to fluffy) and appearance (from translucent to anisotropic), as well as using different forms of input data, including…
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Taxonomy
MethodsSPEED: Separable Pyramidal Pooling EncodEr-Decoder for Real-Time Monocular Depth Estimation on Low-Resource Settings
