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High-Quality Deferred Gaussian Splatting for Efficient Rendering of Specular Reflections


Core Concepts
Our deferred Gaussian splatting method significantly outperforms state-of-the-art techniques in synthesizing high-quality specular reflection effects, while running at real-time frame rates almost identical to vanilla Gaussian splatting.
Abstract

The paper presents a deferred shading method to effectively render specular reflection with Gaussian splatting. The key challenge comes from the environment map reflection model, which requires accurate surface normal while simultaneously bottlenecks normal estimation with discontinuous gradients.

The authors leverage the per-pixel reflection gradients generated by deferred shading to bridge the optimization process of neighboring Gaussians, allowing nearly correct normal estimations to gradually propagate and eventually spread over all reflective objects. This enables high-quality rendering of 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 rendering pipeline consists of two passes:

  1. Gaussian splatting pass: Generates screen-space maps of base color, normal, and reflection strength.
  2. 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 base and reflection colors weighted by the reflection strength.

The authors also propose a training algorithm featuring normal propagation, which expands reflective Gaussians to propagate their normal vectors to nearby Gaussians, enabling gradual propagation of correct normal estimation.

Experimental results show that the proposed method significantly outperforms state-of-the-art techniques and concurrent work in synthesizing high-quality specular reflection effects, while maintaining real-time performance. The method also produces more accurate normal and environment map estimation compared to other approaches.

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Stats
Our method trains in 47 minutes, achieving a PSNR of 26.91. Ref-NeRF trains in 27 hours, achieving a PSNR of 25.03. NPC trains in 23 hours, achieving a PSNR of 24.78. 3DGS trains in 17 minutes, achieving a PSNR of 26.02. GShader trains in 1.2 hours, achieving a PSNR of 24.97.
Quotes
"The key contribution is a deferred shading pipeline, which offers high-precision shading in real-time and enables gradual propagation of correct normal estimation." "Our deferred shading model is critical to the efficacy of training. The Gaussian splatting pass blends Gaussian properties like base color and normal into viewport-aligned textures. The blended input values on each pixel are used to evaluate reflection and compose the base and reflection colors into the final color, which feeds gradient back to input values of the same pixel through image color loss."

Key Insights Distilled From

by Keyang Ye,Qi... at arxiv.org 04-30-2024

https://arxiv.org/pdf/2404.18454.pdf
3D Gaussian Splatting with Deferred Reflection

Deeper Inquiries

How could the proposed deferred shading approach be extended to handle multiple layers of reflective materials per pixel

To extend the proposed deferred shading approach to handle multiple layers of reflective materials per pixel, a hierarchical approach could be implemented. By incorporating a multi-layered shading model, each layer could be processed sequentially, with each layer contributing to the final reflection. This would involve modifying the rendering pipeline to account for multiple reflection layers, with each layer interacting with the environment map and contributing to the final pixel color. Additionally, the normal propagation mechanism could be adapted to handle multiple layers, ensuring that correct normals are propagated across all reflective surfaces within the pixel.

What other high-quality reflection algorithms beyond environment map could be integrated into the deferred Gaussian splatting framework to further improve the rendering quality

Beyond environment maps, other high-quality reflection algorithms that could be integrated into the deferred Gaussian splatting framework include screen-space reflections and hardware ray tracing. Screen-space reflections offer a more localized and detailed reflection effect by reflecting what is visible on the screen, providing accurate reflections for nearby objects. Hardware ray tracing, on the other hand, enables realistic ray tracing effects such as accurate shadows, reflections, and refractions, enhancing the overall visual quality of the rendered scene. By incorporating these advanced reflection techniques, the rendering quality of the deferred Gaussian splatting framework can be further improved, especially in terms of realism and accuracy.

Can the Gaussian splatting representation be generalized to support physically-based roughness, enabling the method to handle a wider range of glossy materials

The Gaussian splatting representation can be generalized to support physically-based roughness by incorporating roughness parameters into the Gaussian splats. By introducing roughness values for each Gaussian, the method can simulate the varying levels of smoothness or roughness of different materials, enabling the rendering of a wider range of glossy materials. This extension would allow the method to accurately capture the specular highlights and reflections of materials with different surface properties, enhancing the realism and fidelity of the rendered scenes. Additionally, the inclusion of roughness parameters would enable the method to handle complex material interactions and lighting effects, further improving the visual quality of the rendered images.
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