VisibilitySplat: Ray-Traced Occlusion for Relighting with 3D Gaussian Splatting
Read the original on arXiv Computer Vision →The Flow has not summarised this story yet — read it at arXiv Computer Vision.
The Flow has not summarised this story yet — read it at arXiv Computer Vision.
GS-PI introduces an optimization‑decoupled framework that transforms Gaussian Splatting (GS) assets into physically based rendering (PBR) compatible Gaussian assets. By treating PBR material generation as a geometry‑conditioned diffusion process on 3D point clouds, it achieves multi‑view consistency and avoids the pixel‑correspondence problems of 2D diffusion. The method employs a multi‑scale cross‑view conditioning mechanism—combining global semantic priors, photometric cues, and spatial view‑direction signals—to prevent specular highlights from baking into intrinsic colors, and then distills the predicted attributes back into a fully relightable PBR‑GS asset without requiring proxy meshes.
Projector-camera (ProCams) systems achieve active scene perception and controllable appearance manipulation via structured illumination, serving as a core infrastructure for spatial augmented reality, projection mapping, and surface reflectance acquisition. Existing inverse-rendering methods for ProCams deliver high-fidelity results but rely on time-consuming per-scene optimization, while mainstream feed-forward 3D reconstruction models produce baked appearance that cannot adapt to spatially varying projector illumination.
arXiv:2407.00500v2 Announce Type: replace-cross Abstract: Recent point-based intrinsic decomposition and inverse rendering methods have advanced the modelling of the shading and albedo of 3D scenes....
arXiv:2608.29269v1 Announce Type: new Abstract: Relightable interactive scene reconstruction aims to build an editable 3D model from scans of different object arrangements and render new layouts unde...
arXiv:2610.01876v1 Announce Type: new Abstract: A surface photographed under even light presents nearly the same appearance from every angle; the same surface under uneven light does not. Exposure ch...
arXiv:2609.37115v1 Announce Type: new Abstract: We revisit the role of appearance modeling in 3D Gaussian Splatting (3DGS) and show that limited expressiveness in view-dependent reflectance is a key...