CVGRMar 2

Radiometrically Consistent Gaussian Surfels for Inverse Rendering

arXiv:2603.01491v1h-index: 2
Originality Incremental advance
AI Analysis

This work addresses a specific bottleneck in inverse rendering for computer vision and graphics applications, offering an incremental improvement over prior Gaussian-based methods.

The paper tackles the challenge of accurately disentangling material properties from complex global illumination effects in inverse rendering with Gaussian Splatting by introducing radiometric consistency, a physically-based constraint that provides supervision for unobserved views, resulting in a method that outperforms existing Gaussian-based approaches while maintaining computational efficiency with rendering costs under 10ms.

Inverse rendering with Gaussian Splatting has advanced rapidly, but accurately disentangling material properties from complex global illumination effects, particularly indirect illumination, remains a major challenge. Existing methods often query indirect radiance from Gaussian primitives pre-trained for novel-view synthesis. However, these pre-trained Gaussian primitives are supervised only towards limited training viewpoints, thus lack supervision for modeling indirect radiances from unobserved views. To address this issue, we introduce radiometric consistency, a novel physically-based constraint that provides supervision towards unobserved views by minimizing the residual between each Gaussian primitive's learned radiance and its physically-based rendered counterpart. Minimizing the residual for unobserved views establishes a self-correcting feedback loop that provides supervision from both physically-based rendering and novel-view synthesis, enabling accurate modeling of inter-reflection. We then propose Radiometrically Consistent Gaussian Surfels (RadioGS), an inverse rendering framework built upon our principle by efficiently integrating radiometric consistency by utilizing Gaussian surfels and 2D Gaussian ray tracing. We further propose a finetuning-based relighting strategy that adapts Gaussian surfel radiances to new illuminations within minutes, achieving low rendering cost (<10ms). Extensive experiments on existing inverse rendering benchmarks show that RadioGS outperforms existing Gaussian-based methods in inverse rendering, while retaining the computational efficiency.

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