Generative World RendererZheng-Hui Huang, Zhixiang Wang, Jiaming Tan et al.
Scaling generative inverse and forward rendering to real-world scenarios is bottlenecked by the limited realism and temporal coherence of existing synthetic datasets. To bridge this persistent domain gap, we introduce a large-scale, dynamic dataset curated from visually complex AAA games. Using a novel dual-screen stitched capture method, we extracted 4M continuous frames (720p/30 FPS) of synchronized RGB and five G-buffer channels across diverse scenes, visual effects, and environments, including adverse weather and motion-blur variants. This dataset uniquely advances bidirectional rendering: enabling robust in-the-wild geometry and material decomposition, and facilitating high-fidelity G-buffer-guided video generation. Furthermore, to evaluate the real-world performance of inverse rendering without ground truth, we propose a novel VLM-based assessment protocol measuring semantic, spatial, and temporal consistency. Experiments demonstrate that inverse renderers fine-tuned on our data achieve superior cross-dataset generalization and controllable generation, while our VLM evaluation strongly correlates with human judgment. Combined with our toolkit, our forward renderer enables users to edit styles of AAA games from G-buffers using text prompts.
8.7CVAug 30, 2024
2DGH: 2D Gaussian-Hermite Splatting for High-quality Rendering and Better Geometry ReconstructionRuihan Yu, Tianyu Huang, Jingwang Ling et al.
2D Gaussian Splatting has recently emerged as a significant method in 3D reconstruction, enabling novel view synthesis and geometry reconstruction simultaneously. While the well-known Gaussian kernel is broadly used, its lack of anisotropy and deformation ability leads to dim and vague edges at object silhouettes, limiting the reconstruction quality of current Gaussian splatting methods. To enhance the representation power, we draw inspiration from quantum physics and propose to use the Gaussian-Hermite kernel as the new primitive in Gaussian splatting. The new kernel takes a unified mathematical form and extends the Gaussian function, which serves as the zero-rank term in the updated formulation. Our experiments demonstrate the extraordinary performance of Gaussian-Hermite kernel in both geometry reconstruction and novel-view synthesis tasks. The proposed kernel outperforms traditional Gaussian Splatting kernels, showcasing its potential for high-quality 3D reconstruction and rendering.
10.5CVFeb 7, 2024
NeRF as a Non-Distant Environment Emitter in Physics-based Inverse RenderingJingwang Ling, Ruihan Yu, Feng Xu et al.
Physics-based inverse rendering enables joint optimization of shape, material, and lighting based on captured 2D images. To ensure accurate reconstruction, using a light model that closely resembles the captured environment is essential. Although the widely adopted distant environmental lighting model is adequate in many cases, we demonstrate that its inability to capture spatially varying illumination can lead to inaccurate reconstructions in many real-world inverse rendering scenarios. To address this limitation, we incorporate NeRF as a non-distant environment emitter into the inverse rendering pipeline. Additionally, we introduce an emitter importance sampling technique for NeRF to reduce the rendering variance. Through comparisons on both real and synthetic datasets, our results demonstrate that our NeRF-based emitter offers a more precise representation of scene lighting, thereby improving the accuracy of inverse rendering.