TL;DR
This paper introduces a discretized signed distance field (SDF) within 3D Gaussian splatting to improve relightable asset rendering, achieving higher quality without extra memory or complex optimization.
Contribution
We propose a discretized SDF representation linked with Gaussian splatting, enabling efficient relighting and geometry regularization without additional memory or complex training.
Findings
Outperforms existing Gaussian-based inverse rendering methods
Achieves higher relighting quality
Requires no extra memory beyond Gaussian splatting
Abstract
3D Gaussian splatting (3DGS) has shown its detailed expressive ability and highly efficient rendering speed in the novel view synthesis (NVS) task. The application to inverse rendering still faces several challenges, as the discrete nature of Gaussian primitives makes it difficult to apply geometry constraints. Recent works introduce the signed distance field (SDF) as an extra continuous representation to regularize the geometry defined by Gaussian primitives. It improves the decomposition quality, at the cost of increasing memory usage and complicating training. Unlike these works, we introduce a discretized SDF to represent the continuous SDF in a discrete manner by encoding it within each Gaussian using a sampled value. This approach allows us to link the SDF with the Gaussian opacity through an SDF-to-opacity transformation, enabling rendering the SDF via splatting and avoiding the…
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