PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting

PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting
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DOI:
10.1109/cvpr46437.2021.00541
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发表时间:
2021-04
期刊:
2021 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)
影响因子:
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通讯作者:
Kai Zhang;Fujun Luan;Qianqian Wang;Kavita Bala;Noah Snavely
Kai Zhang;Fujun Luan;Qianqian Wang;Kavita Bala;Noah Snavely
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其他
文献类型:
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作者:
Kai Zhang;Fujun Luan;Qianqian Wang;Kavita Bala;Noah Snavely

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我们提出了PhySG,一个端到端的逆渲染管道,包括一个完全可区分的渲染器,可以从一组图像从头开始重建几何,材质和照明。我们的框架表示镜面BRDF和环境照明使用混合的球形高斯,并表示几何作为一个有符号的距离函数参数化为多层感知器。球面高斯的使用使我们能够有效地解决近似光传输,我们的方法适用于在自然静态照明下捕获的具有挑战性的非朗伯反射率的场景。我们证明,与合成和真实的数据,我们的重建不仅使渲染新的观点,而且基于物理的外观编辑的材料和照明。
We present PhySG, an end-to-end inverse rendering pipeline that includes a fully differentiable renderer, and can reconstruct geometry, materials, and illumination from scratch from a set of images. Our framework represents specular BRDFs and environmental illumination using mixtures of spherical Gaussians, and represents geometry as a signed distance function parameterized as a Multi-Layer Perceptron. The use of spherical Gaussians allows us to efficiently solve for approximate light transport, and our method works on scenes with challenging non-Lambertian reflectance captured under natural, static illumination. We demonstrate, with both synthetic and real data, that our reconstructions not only enable rendering of novel viewpoints, but also physics-based appearance editing of materials and illumination.