CVGRApr 1, 2021

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

arXiv:2104.00674v1440 citations
Originality Incremental advance
AI Analysis

This work addresses the challenge of realistic scene reconstruction and editing for computer vision and graphics applications, representing an incremental improvement by integrating spherical Gaussians into an existing inverse rendering framework.

The authors tackled the problem of inverse rendering from RGB images by developing PhySG, an end-to-end pipeline that reconstructs geometry, materials, and illumination using spherical Gaussians and signed distance functions, enabling novel viewpoint rendering and physics-based material and illumination editing on scenes with non-Lambertian reflectance.

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 RGB input 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.

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