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ref gs r e f g s directional factorization for 2d gaussian splatting cvpr 2025 youjia zhang 1 anpei chen 2 3 yumin wan 1 zikai song 1 junqing yu 1 yawei luo 4 wei yang 1 1 huazhong university of science and technology 2 university of tübingen tübingen ai center 3 westlake university 4 zhejiang university paper arxiv code poster slides note the videos may take a little time to load please give it a moment abstract in this paper we introduce ref gs a novel approach for directional light factorization in 2d gaussian splatting which enables photorealistic view dependent appearance rendering and precise geometry recovery ref gs builds upon the deferred rendering of gaussian splatting and applies directional encoding to the deferred rendered surface effectively reducing the ambiguity between orientation and viewing angle next we introduce a spherical mip grid to capture varying levels of surface roughness enabling roughness aware gaussian shading additionally we propose a simple yet efficient geometry lighting factorization that connects geometry and lighting via the vector outer product significantly reducing renderer overhead when integrating volumetric attributes our method achieves superior photorealistic rendering for a range of open world scenes while also accurately recovering geometry results and comparisons here we demostrate side by side videos comparing our method to top performing baselines across different captured scenes select a scene and a baseline method below sedan gardenspheres garden truck interactive visualization hover or tap to move the split 3dgs dr vs ours 3igs vs ours gaussianshader vs ours normal 3dgs dr vs ours normal gaussianshader vs ours note how our method synthesizes accurate reflections of trees that move smoothly across the car surface and windows while gaussian based methods produce blurry reflections that appear and disappear inconsistently with changes in viewpoint 3dgs dr vs ours 3igs vs ours gaussianshader vs ours normal 3dgs dr vs ours normal gaussianshader vs ours note that our model renders reflections with more high frequency details and is capable of producing realistic near field content reflections these include clear reflections of tree branches and buildings in the sphere 3dgs dr vs ours 3igs vs ours gaussianshader vs ours normal 3dgs dr vs ours normal gaussianshader vs ours in this relatively diffuse scene with no significant view dependent appearance changes we achieved a successful reconstruction of the geometries of the reflective table center 3dgs dr vs ours 3igs vs ours gaussianshader vs ours normal 3dgs dr vs ours normal gaussianshader vs ours although semi transparent but reflective surfaces such as windows present certain challenges for our method it is still capable of simulating convincing reflection effects on windshields ablation study here we demostrate side by side videos comparing our full method to versions of our method where key components have been ablated see more details in the paper select an ablation below rendering mesh interactive visualization hover or tap to move the split w o deferred shading w o directional factorization w o mipmap w o sph mip encoding using the g buffer instead of sph mip i e w o sph mip encoding or without deferred shading i e w o deferred shading sharp details such as tree branches reflected in the sphere are not accurately reconstructed it is necessary to use multi level spherical feature grid strategies i e w o mipmap otherwise rough surfaces will fail to be reconstructed and artifacts will appear during rendering additionally directional factorization i e w o directional factorization is essential for modeling near field inter reflections w o deferred shading w o directional factorization w o mipmap w o sph mip encoding using the g buffer instead of sph mip i e w o sph mip encoding or without deferred shading i e w o deferred shading sharp details such as tree branches reflected in the sphere are not accurately reconstructed it is necessary to use multi level spherical feature grid strategies i e w o mipmap otherwise rough surfaces will fail to be reconstructed and artifacts will appear during rendering additionally directional factorization i e w o directional factorization is essential for modeling near field inter reflections shape reconstruction here we demostrate side by side videos comparing our method to top performing baselines across different captured scenes select a reconstruction below bunny vase coral maneki garden sedan truck interactive visualization hover or tap to move the split synthetic results here we demostrate side by side videos comparing our method to top performing baselines across different captured scenes select a scene and a baseline method below toaster helmet car ball nerf synthetic interactive visualization hover or tap to move the split related works ref nerf structured view dependent appearance for neural radiance fields gaussianshader 3d gaussian splatting with shading functions for reflective surfaces 3igs factorised tensorial illumination for 3d gaussian splatting 3d gaussian splatting with deferred reflection 2d gaussian splatting for geometrically accurate radiance fields envgs modeling view dependent appearance with environment gaussian bibtex inproceedings zhang2024ref title ref gs directional factorization for 2d gaussian splatting author zhang youjia and chen anpei and wan yumin and song zikai and yu junqing and luo yawei and yang wei booktitle proceedings of the ieee cvf conference on computer vision and pattern recognition year 2025 this webpage is based on the project page for camp the video comparison tool is from the ref nerf project
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