GS-Octree: Octree-based 3D Gaussian Splatting for Robust Object-level 3D Reconstruction Under Strong Lighting

IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computer Graphics Forum Pub Date : 2024-10-24 DOI:10.1111/cgf.15206
J. Li, Z. Wen, L. Zhang, J. Hu, F. Hou, Z. Zhang, Y. He
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Abstract

The 3D Gaussian Splatting technique has significantly advanced the construction of radiance fields from multi-view images, enabling real-time rendering. While point-based rasterization effectively reduces computational demands for rendering, it often struggles to accurately reconstruct the geometry of the target object, especially under strong lighting conditions. Strong lighting can cause significant color variations on the object's surface when viewed from different directions, complicating the reconstruction process. To address this challenge, we introduce an approach that combines octree-based implicit surface representations with Gaussian Splatting. Initially, it reconstructs a signed distance field (SDF) and a radiance field through volume rendering, encoding them in a low-resolution octree. This initial SDF represents the coarse geometry of the target object. Subsequently, it introduces 3D Gaussians as additional degrees of freedom, which are guided by the initial SDF. In the third stage, the optimized Gaussians enhance the accuracy of the SDF, enabling the recovery of finer geometric details compared to the initial SDF. Finally, the refined SDF is used to further optimize the 3D Gaussians via splatting, eliminating those that contribute little to the visual appearance. Experimental results show that our method, which leverages the distribution of 3D Gaussians with SDFs, reconstructs more accurate geometry, particularly in images with specular highlights caused by strong lighting. The source code can be downloaded from https://github.com/LaoChui999/GS-Octree.

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GS-Octree:基于八叉树的三维高斯拼接技术,用于强光下稳健的物体级三维重建
三维高斯拼接技术大大推进了从多视角图像构建辐射场的工作,使实时渲染成为可能。虽然基于点的光栅化技术能有效降低渲染的计算需求,但它往往难以准确重建目标物体的几何形状,尤其是在强光条件下。从不同方向观看物体时,强烈的光照会导致物体表面出现明显的颜色变化,从而使重建过程变得更加复杂。为了应对这一挑战,我们引入了一种将基于八度的隐式表面表示与高斯拼接相结合的方法。首先,它通过体积渲染重建有符号的距离场(SDF)和辐射场,并将其编码为低分辨率的八叉树。这个初始 SDF 表示目标物体的粗略几何形状。随后,在初始 SDF 的引导下,引入三维高斯作为附加自由度。在第三阶段,优化后的高斯增强了 SDF 的精度,与初始 SDF 相比,能够恢复更精细的几何细节。最后,细化的 SDF 用于通过拼接进一步优化三维高斯,剔除那些对视觉外观贡献不大的高斯。实验结果表明,我们的方法利用了三维高斯与 SDF 的分布,能重建更精确的几何图形,尤其是在强光照造成的镜面高光的图像中。源代码可从 https://github.com/LaoChui999/GS-Octree 下载。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Computer Graphics Forum
Computer Graphics Forum 工程技术-计算机:软件工程
CiteScore
5.80
自引率
12.00%
发文量
175
审稿时长
3-6 weeks
期刊介绍: Computer Graphics Forum is the official journal of Eurographics, published in cooperation with Wiley-Blackwell, and is a unique, international source of information for computer graphics professionals interested in graphics developments worldwide. It is now one of the leading journals for researchers, developers and users of computer graphics in both commercial and academic environments. The journal reports on the latest developments in the field throughout the world and covers all aspects of the theory, practice and application of computer graphics.
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