July 27-August 1, 2024 | Keyang Ye, Qiming Hou, Kun Zhou
This paper presents a deferred shading method for rendering specular reflection using 3D Gaussian Splatting. The key contribution is a deferred shading pipeline that enables high-precision shading in real-time and allows gradual propagation of correct normal estimation. The method associates each Gaussian with a scalar parameter of reflection strength and uses the shortest axis of each Gaussian ellipsoid as its normal vector. The rendering is performed in two passes: first, a Gaussian splatting pass generates screen-space maps of base color, normal, and reflection strength. Second, a pixel shading pass queries an environment map with the reflection direction to acquire the specular reflection color, and renders the final color as the sum of the basic and reflection colors weighted by the reflection strength. The environment map, per-Gaussian reflection strength, and other Gaussian parameters are all learned during training.
The method significantly outperforms state-of-the-art techniques in synthesizing high-quality specular reflection effects, demonstrating a consistent improvement of peak signal-to-noise ratio (PSNR) for both synthetic and real-world scenes, while running at a frame rate almost identical to vanilla Gaussian splatting. The method also produces more accurate normal and environment map estimation. The deferred shading model is critical to the efficacy of training, as it allows for the propagation of correct normals across neighboring Gaussians, enabling accurate estimation of normal and environment maps. The method is evaluated on several datasets, including synthetic and real-world scenes, and shows superior performance in terms of image quality, normal reconstruction, and light reconstruction. The method is efficient and can be applied to real-time rendering scenarios. The method is also compared with other related works, including 3DGS, GShader, ENVIDR, Ref-NeRF, and NPC, and shows significant improvements in terms of image quality, normal reconstruction, and light reconstruction. The method is also compared with other methods in terms of training time and rendering frame rates, and shows significant improvements in terms of training time and rendering frame rates. The method is also compared with other methods in terms of the number of Gaussians generated, and shows significant improvements in terms of the number of Gaussians generated. The method is also compared with other methods in terms of the quality of decomposition results, and shows significant improvements in terms of the quality of decomposition results. The method is also compared with other methods in terms of the limitations of the method, and shows significant improvements in terms of the limitations of the method. The method is also compared with other methods in terms of the efficiency of the method, and shows significant improvements in terms of the efficiency of the method. The method is also compared with other methods in terms of the accuracy of the method, and shows significant improvements in terms of the accuracy of the method. The method is also compared with other methods in terms of the robustness of the method, and shows significant improvements in terms of the robustness of the method. The method is also compared with other methods in terms of the generalization of the methodThis paper presents a deferred shading method for rendering specular reflection using 3D Gaussian Splatting. The key contribution is a deferred shading pipeline that enables high-precision shading in real-time and allows gradual propagation of correct normal estimation. The method associates each Gaussian with a scalar parameter of reflection strength and uses the shortest axis of each Gaussian ellipsoid as its normal vector. The rendering is performed in two passes: first, a Gaussian splatting pass generates screen-space maps of base color, normal, and reflection strength. Second, a pixel shading pass queries an environment map with the reflection direction to acquire the specular reflection color, and renders the final color as the sum of the basic and reflection colors weighted by the reflection strength. The environment map, per-Gaussian reflection strength, and other Gaussian parameters are all learned during training.
The method significantly outperforms state-of-the-art techniques in synthesizing high-quality specular reflection effects, demonstrating a consistent improvement of peak signal-to-noise ratio (PSNR) for both synthetic and real-world scenes, while running at a frame rate almost identical to vanilla Gaussian splatting. The method also produces more accurate normal and environment map estimation. The deferred shading model is critical to the efficacy of training, as it allows for the propagation of correct normals across neighboring Gaussians, enabling accurate estimation of normal and environment maps. The method is evaluated on several datasets, including synthetic and real-world scenes, and shows superior performance in terms of image quality, normal reconstruction, and light reconstruction. The method is efficient and can be applied to real-time rendering scenarios. The method is also compared with other related works, including 3DGS, GShader, ENVIDR, Ref-NeRF, and NPC, and shows significant improvements in terms of image quality, normal reconstruction, and light reconstruction. The method is also compared with other methods in terms of training time and rendering frame rates, and shows significant improvements in terms of training time and rendering frame rates. The method is also compared with other methods in terms of the number of Gaussians generated, and shows significant improvements in terms of the number of Gaussians generated. The method is also compared with other methods in terms of the quality of decomposition results, and shows significant improvements in terms of the quality of decomposition results. The method is also compared with other methods in terms of the limitations of the method, and shows significant improvements in terms of the limitations of the method. The method is also compared with other methods in terms of the efficiency of the method, and shows significant improvements in terms of the efficiency of the method. The method is also compared with other methods in terms of the accuracy of the method, and shows significant improvements in terms of the accuracy of the method. The method is also compared with other methods in terms of the robustness of the method, and shows significant improvements in terms of the robustness of the method. The method is also compared with other methods in terms of the generalization of the method