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Spec-Gaussian: Anisotropic View-Dependent Appearance for 3D Gaussian Splatting Ziyi Y ang

Neural Information Processing Systems

The recent advancements in 3D Gaussian splatting (3D-GS) have not only facilitated real-time rendering through modern GPU rasterization pipelines but have also attained state-of-the-art rendering quality.




CoDe-NeRF: Neural Rendering via Dynamic Coefficient Decomposition

Xing, Wenpeng, Chen, Jie, Yang, Zaifeng, Zhao, Tiancheng, Li, Gaolei, Lin, Changting, Guo, Yike, Han, Meng

arXiv.org Artificial Intelligence

Neural Radiance Fields (NeRF) have shown impressive performance in novel view synthesis, but challenges remain in rendering scenes with complex specular reflections and highlights. Existing approaches may produce blurry reflections due to entanglement between lighting and material properties, or encounter optimization instability when relying on physically-based inverse rendering. In this work, we present a neural rendering framework based on dynamic coefficient decomposition, aiming to improve the modeling of view-dependent appearance. Our approach decomposes complex appearance into a shared, static neural basis that encodes intrinsic material properties, and a set of dynamic coefficients generated by a Coefficient Network conditioned on view and illumination. A Dynamic Radiance Integrator then combines these components to synthesize the final radiance. Experimental results on several challenging benchmarks suggest that our method can produce sharper and more realistic specular highlights compared to existing techniques. We hope that this decomposition paradigm can provide a flexible and effective direction for modeling complex appearance in neural scene representations.


VoD-3DGS: View-opacity-Dependent 3D Gaussian Splatting

Nowak, Mateusz, Jarosz, Wojciech, Chin, Peter

arXiv.org Artificial Intelligence

Reconstructing a 3D scene from images is challenging due to the different ways light interacts with surfaces depending on the viewer's position and the surface's material. In classical computer graphics, materials can be classified as diffuse or specular, interacting with light differently. The standard 3D Gaussian Splatting model struggles to represent view-dependent content, since it cannot differentiate an object within the scene from the light interacting with its specular surfaces, which produce highlights or reflections. In this paper, we propose to extend the 3D Gaussian Splatting model by introducing an additional symmetric matrix to enhance the opacity representation of each 3D Gaussian. This improvement allows certain Gaussians to be suppressed based on the viewer's perspective, resulting in a more accurate representation of view-dependent reflections and specular highlights without compromising the scene's integrity. By allowing the opacity to be view dependent, our enhanced model achieves state-of-the-art performance on Mip-Nerf, Tanks&Temples, Deep Blending, and Nerf-Synthetic datasets without a significant loss in rendering speed, achieving >60FPS, and only incurring a minimal increase in memory used.


LumiNet: Latent Intrinsics Meets Diffusion Models for Indoor Scene Relighting

Xing, Xiaoyan, Groh, Konrad, Karaoglu, Sezer, Gevers, Theo, Bhattad, Anand

arXiv.org Artificial Intelligence

We introduce LumiNet, a novel architecture that leverages generative models and latent intrinsic representations for effective lighting transfer. Given a source image and a target lighting image, LumiNet synthesizes a relit version of the source scene that captures the target's lighting. Our approach makes two key contributions: a data curation strategy from the StyleGAN-based relighting model for our training, and a modified diffusion-based ControlNet that processes both latent intrinsic properties from the source image and latent extrinsic properties from the target image. We further improve lighting transfer through a learned adaptor (MLP) that injects the target's latent extrinsic properties via cross-attention and fine-tuning. Unlike traditional ControlNet, which generates images with conditional maps from a single scene, LumiNet processes latent representations from two different images - preserving geometry and albedo from the source while transferring lighting characteristics from the target. Experiments demonstrate that our method successfully transfers complex lighting phenomena including specular highlights and indirect illumination across scenes with varying spatial layouts and materials, outperforming existing approaches on challenging indoor scenes using only images as input.


Deep Sequential Mosaicking of Fetoscopic Videos

Bano, Sophia, Vasconcelos, Francisco, Amo, Marcel Tella, Dwyer, George, Gruijthuijsen, Caspar, Deprest, Jan, Ourselin, Sebastien, Poorten, Emmanuel Vander, Vercauteren, Tom, Stoyanov, Danail

arXiv.org Machine Learning

Twin-to-twin transfusion syndrome treatment requires fetoscopic laser photocoagulation of placental vascular anastomoses to regulate blood flow to both fetuses. Limited field-of-view (FoV) and low visual quality during fetoscopy make it challenging to identify all vascular connections. Mosaicking can align multiple overlapping images to generate an image with increased FoV, however, existing techniques apply poorly to fetoscopy due to the low visual quality, texture paucity, and hence fail in longer sequences due to the drift accumulated over time. Deep learning techniques can facilitate in overcoming these challenges. Therefore, we present a new generalized Deep Sequential Mosaicking (DSM) framework for fetoscopic videos captured from different settings such as simulation, phantom, and real environments. DSM extends an existing deep image-based homography model to sequential data by proposing controlled data augmentation and outlier rejection methods. Unlike existing methods, DSM can handle visual variations due to specular highlights and reflection across adjacent frames, hence reducing the accumulated drift. We perform experimental validation and comparison using 5 diverse fetoscopic videos to demonstrate the robustness of our framework.