论文标题

大型现实世界室内场景的多视图逆渲染

Multi-view Inverse Rendering for Large-scale Real-world Indoor Scenes

论文作者

Li, Zhen, Wang, Lingli, Cheng, Mofang, Pan, Cihui, Yang, Jiaqi

论文摘要

我们为大规模现实世界场景提供了一种有效的多视图逆渲染方法,可重建全球照明和物理可行的SVBRDF。与以前的表示不同的是,大型场景的全局照明被简化为多个环境图,我们提出了一种称为基于纹理的照明(TBL)的紧凑表示。它由3D网格和HDR纹理组成,并有效地模拟了整个大型场景的直接和无限弹跳的间接照明。基于TBL,我们进一步提出了具有预辐照的混合照明表示,从而大大提高了效率并减轻材料优化中的渲染噪声。为了从物理上解散材料之间的歧义,我们提出了基于语义分割和房间分割的先验的三阶段材料优化策略。广泛的实验表明,所提出的方法在定量和质量上优于最先进的方法,并实现了物理可变的混合现实应用,例如材料编辑,可编辑的新颖视图合成和重新保证。项目页面位于https://lzleejean.github.io/texir。

We present a efficient multi-view inverse rendering method for large-scale real-world indoor scenes that reconstructs global illumination and physically-reasonable SVBRDFs. Unlike previous representations, where the global illumination of large scenes is simplified as multiple environment maps, we propose a compact representation called Texture-based Lighting (TBL). It consists of 3D mesh and HDR textures, and efficiently models direct and infinite-bounce indirect lighting of the entire large scene. Based on TBL, we further propose a hybrid lighting representation with precomputed irradiance, which significantly improves the efficiency and alleviates the rendering noise in the material optimization. To physically disentangle the ambiguity between materials, we propose a three-stage material optimization strategy based on the priors of semantic segmentation and room segmentation. Extensive experiments show that the proposed method outperforms the state-of-the-art quantitatively and qualitatively, and enables physically-reasonable mixed-reality applications such as material editing, editable novel view synthesis and relighting. The project page is at https://lzleejean.github.io/TexIR.

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