三维高斯泼溅框架下的室内场景多视图本征分解
Multi-view intrinsic decomposition of indoor scenes under a 3D Gaussian splatting framework
- 2024年 页码:1-17
网络出版日期: 2024-11-27
DOI: 10.11834/jig.240505
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网络出版日期: 2024-11-27 ,
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吕恒烨,刘艳丽,李宏等.三维高斯泼溅框架下的室内场景多视图本征分解[J].中国图象图形学报,
LYU Hengye,LIU Yanli,LI Hong,et al.Multi-view intrinsic decomposition of indoor scenes under a 3D Gaussian splatting framework[J].Journal of Image and Graphics,
目的
2
三维场景本征分解尝试将场景分解为反射率与照明的乘积,其分解结果可以用于虚拟物体插入、图像材质编辑、重光照等任务,因此受到了广泛的关注与研究。但是,分解规模较大且布局复杂的室内场景是一个高度病态的问题,获得正确的分解结果具有较高的挑战性。
方法
2
本文基于当前最先进的辐射场表示技术——三维高斯泼溅,提出了一种针对室内场景的本征分解算法,大大提高了室内场景本征分解的精度和效率。为了更好地解耦本征属性,本文基于三维高斯泼溅技术设计了一种针对室内场景的本征分解模型,将场景分解为反射率及偏移、照明和残差项,并引入了新的反射率分段稀疏、照明平滑与色度先验约束,以减少分解过程中的歧义,保证分解结果的合理性。同时本文还利用捕获的深度数据增强场景的几何信息,有利于反射率和照明能够更好地解耦,提高合成图像的质量。
结果
2
本文对来自合成数据集Replica的8个场景和真实数据集ScanNet++的5个场景进行了实验,并对分解结果进行可视化;同时本文还测试了新视角下合成图像的PSNR、SSIM、LPIPS指标。结果显示,本文方法不仅可以得到在视觉上更加合理的分解结果,并且合成图像的上述指标在Replica数据集上平均达到了34.6955、0.9654和0.0861,在ScanNet++数据集上平均达到了27.9496、0.8950和0.1444,优于以往的三维场景本征分解算法。
结论
2
与以往的工作相比,本文提出的方法能够快速分解室内场景,并支持在新视角下推理场景属性和合成高保真的图像,具有较高的应用价值。<p>
目的
2
三维场景本征分解尝试将场景分解为反射率与照明的乘积,其分解结果可以用于虚拟物体插入、图像材质编辑、重光照等任务,因此受到了广泛的关注与研究。但是,分解规模较大且布局复杂的室内场景是一个高度病态的问题,获得正确的分解结果具有较高的挑战性。</p><p>
方法
2
本文基于当前最先进的辐射场表示技术——三维高斯泼溅,提出了一种针对室内场景的本征分解算法,大大提高了室内场景本征分解的精度和效率。为了更好地解耦本征属性,本文基于三维高斯泼溅技术设计了一种针对室内场景的本征分解模型,将场景分解为反射率及偏移、照明和残差项,并引入了新的反射率分段稀疏、照明平滑与色度先验约束,以减少分解过程中的歧义,保证分解结果的合理性。同时本文还利用捕获的深度数据增强场景的几何信息,有利于反射率和照明能够更好地解耦,提高合成图像的质量。</p><p>
结果
2
本文对来自合成数据集Replica的8个场景和真实数据集NYU的3个场景进行了实验,并对分解结果进行可视化;同时本文还测试了新视角下合成图像的PSNR、SSIM、LPIPS指标。结果显示,本文方法不仅可以得到在视觉上更加合理的分解结果,并且合成图像的上述指标在Replica数据集上平均达到了34.6955、0.9654和0.0861,在NYU数据集上平均达到了28.0148、0.8651和0.1849,优于以往的三维场景本征分解算法。</p><p>
结论
2
与以往的工作相比,本文提出的方法能够快速分解室内场景,并支持在新视角下推理场景属性和合成高保真的图像,具有较高的应用价值。</p>
Objective
2
Intrinsic decomposition of 3D scenes involves breaking down a scene into the product of reflectance and shading. The results of decomposition can be applied to tasks such as virtual object insertion, image material replacement, and relighting, thus have received widespread attention and research. However, decomposing large-scale and intricately structured indoor scenes presents a highly ill-posed problem due to the complexity of indoor environments, which contain various light sources, materials, and geometries. This complexity makes it difficult to accurately disentangle reflectance and shading because multiple possible combinations of these factors can explain the same observed image. Traditional methods often use prior constraints based on physical knowledge, human intuition, and visual perception to facilitate the reasonable separation of intrinsic attributes. Despite these efforts, traditional methods still struggle to handle the complex interaction between reflectance and shading, resulting in poor decomposition results and limited applicability to different scenarios. Therefore, to achieve accurate and consistent decomposition results, it is essential to address the inherent ambiguities and uncertainties involved.
Method
2
To address these challenges, this paper proposes an intrinsic decomposition algorithm specifically designed for indoor scenes, leveraging the state-of-the-art radiance field representation technique called 3D Gaussian splatting. This approach significantly improves the accuracy and efficiency of intrinsic decomposition for complex indoor environments. At present, there are many studies that have further improved the rendering quality and efficiency of 3D Gaussian splatting and applied it to inverse rendering, dynamic scene modeling, and other tasks. This also inspired us to use 3D Gaussian splatting as a proxy for scene representation in this work. Building on this foundation, we developed an intrinsic decomposition model tailored for indoor scenes. This model is based on Retinex theory and aims to decompose the scene into reflectance, representing the albedo of objects, and shading, representing the interaction between lighting and object geometry. However, decomposing the scene into reflectance and shading is not enough to represent all types of objects in indoor scenes. Since there are specular materials in indoor scenes, we use residual terms to fit the specular reflections. To prevent the loss of texture in the reflectance during the optimization process, we use a reflectance offset to capture these details. The above four components effectively represent most objects in indoor scenes and facilitate the decomposition and optimization of intrinsic scene attributes. To better separate the above attributes, we introduce new reflectance piecewise sparsity, shading smoothness, and chromaticity prior constraints to reduce ambiguity in the decomposition process and ensure the rationality of the results. According to the assumptions of Retinex theory, changes in gradient within a scene are attributed to illumination-independent reflectance and shading. Reflectance refers to the inherent color of the object and is the primary factor responsible for significant changes in appearance. Reflectance exhibits sparsity, as it tends to cluster in the RGB color space, forming distinct groups. On the other hand, shading, which is influenced by the slow variation of light intensity in the scene, is generally assumed to be smooth. Since directly separating reflectance from shading is challenging, we adopt methods from other computer vision fields. We piecewise segment the scene, apply sparsity constraints to each reflectance piece, constrain shading to be smoother in flat areas, and use chromaticity priors to ensure the reflectance's color consistency. These constraints effectively ensure the rationality of the decomposition results. In addition to these novel constraints, we enhanced the geometric information of the scene by incorporating captured depth data, which provides valuable cues about the scene's structure. This improved understanding allows for more accurate decoupling of reflectance and shading, ultimately leading to higher-quality synthesized images.
Result
2
We conducted experiments on 8 scenes from the synthetic dataset Replica and 5 scenes from the real-world dataset ScanNet++. The decomposition results were visualized in the main text, and we evaluated the quality of synthesized images from novel views using common image quality metrics, including Peak Signal-to-Noise Ratio (PSNR), Structural Similarity Index (SSIM), and Learned Perceptual Image Patch Similarity (LPIPS). The results demonstrate that our method not only produces more visually plausible decomposition results but also outperforms previous 3D scene intrinsic decomposition algorithms in terms of quantitative metrics. Specifically, on the Replica dataset, our method achieved average PSNR, SSIM, and LPIPS values of 34.6955, 0.9654, and 0.0861, respectively. On the ScanNet++ dataset, our method achieved average values of 27.9496, 0.8950, and 0.1444. These improvements highlight the effectiveness of our approach in handling complex indoor scenes and producing high-fidelity decomposition results. Our experiments also showcased the method's ability to synthesize realistic images from previously unseen views. This capability is particularly important for applications such as augmented reality and virtual reality. The high quality of the synthesized images further demonstrates our method's robustness in decoupling reflectance and illumination.
Conclusion
2
Compared to previous methods, our approach excels in rapidly and accurately decomposing indoor scenes. Its strong generalization across diverse indoor environments—from synthetic setups to real-world datasets—makes it highly valuable for applications such as virtual object insertion, scene relighting, and material editing. This versatility significantly enhances the practical utility of our method. We believe that this work lays a strong foundation for future research, paving the way for more advanced techniques in the field of intrinsic decomposition and beyond.<p>Objective Intrinsic decomposition of 3D scenes involves breaking down a scene into the product of reflectance and shading. The results of decomposition can be applied to tasks such as virtual object insertion, image material replacement, and relighting, thus have received widespread attention and research. However, decomposing large-scale and intricately structured indoor scenes presents a highly ill-posed problem due to the complexity of indoor environments, which contain various light sources, materials, and geometries. This complexity makes it difficult to accurately disentangle reflectance and shading because multiple possible combinations of these factors can explain the same observed image. Traditional methods often use prior constraints based on physical knowledge, human intuition, and visual perception to facilitate the reasonable separation of intrinsic attributes. Despite these efforts, traditional methods still struggle to handle the complex interaction between reflectance and shading, resulting in poor decomposition results and limited applicability to different scenarios. Therefore, to achieve accurate and consistent decomposition results, it is essential to address the inherent ambiguities and uncertainties involved.</p><p>Method To address these challenges, this paper proposes an intrinsic decomposition algorithm specifically designed for indoor scenes, leveraging the state-of-the-art radiance field representation technique called 3D Gaussian splatting. This approach significantly improves the accuracy and efficiency of intrinsic decomposition for complex indoor environments. 3D Gaussian splatting models the scene using 3D Gaussian distribution functions, effectively capturing the intricate details of a scene's radiance field. This technique allows for a more compact and flexible representation of the scene, enabling more accurate reconstruction of the scene's appearance from various viewpoints. At present, there are many studies that have further improved the rendering quality and efficiency of 3D Gaussian splatting and applied it to inverse rendering, dynamic scene modeling, and other tasks. This also inspired us to use 3D Gaussian splatting as a proxy for scene representation in this work. Building on this foundation, we developed an intrinsic decomposition model tailored for indoor scenes. This model is based on Retinex theory and aims to decompose the scene into reflectance, representing the albedo of objects, and shading, representing the interaction between lighting and object geometry. However, decomposing the scene into reflectance and shading is not enough to represent all types of objects in indoor scenes. Since there are specular materials in indoor scenes, we use residual terms to fit the specular reflections. To prevent the loss of texture in the reflectance during the optimization process, we use a reflectance offset to capture these details. The above four components effectively represent most objects in indoor scenes and facilitate the decomposition and optimization of intrinsic scene attributes. To better separate the above attributes, we introduce new reflectance piecewise sparsity, shading smoothness, and chromaticity prior constraints to reduce ambiguity in the decomposition process and ensure the rationality of the results. According to the assumptions of Retinex theory, changes in gradient within a scene are attributed to illumination-independent reflectance and shading. Reflectance refers to the inherent color of the object and is the primary factor responsible for significant changes in appearance. Reflectance exhibits sparsity, as it tends to cluster in the RGB color space, forming distinct groups. On the other hand, shading, which is influenced by the slow variation of light intensity in the scene, is generally assumed to be smooth. Since directly separating reflectance from shading is challenging, we adopt methods from other computer vision fields. We piecewise segment the scene, apply sparsity constraints to each reflectance piece, constrain shading to be smoother in flat areas, and use chromaticity priors to ensure the reflectance's color consistency. These constraints effectively ensure the rationality of the decomposition results. In addition to these novel constraints, we enhanced the geometric information of the scene by incorporating captured depth data, which provides valuable cues about the scene's structure. This improved understanding allows for more accurate decoupling of reflectance and shading, ultimately leading to higher-quality synthesized images.</p>
本征分解三维高斯泼溅室内场景分解Retinex理论辐射场
intrinsic decomposition3D Gaussian splattingindoor scenes decompositionRetinex theoryradiance fields
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