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5 months ago

PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting

Kai Zhang; Fujun Luan; Qianqian Wang; Kavita Bala; Noah Snavely

PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting

Abstract

We present PhySG, an end-to-end inverse rendering pipeline that includes a fully differentiable renderer and can reconstruct geometry, materials, and illumination from scratch from a set of RGB input images. Our framework represents specular BRDFs and environmental illumination using mixtures of spherical Gaussians, and represents geometry as a signed distance function parameterized as a Multi-Layer Perceptron. The use of spherical Gaussians allows us to efficiently solve for approximate light transport, and our method works on scenes with challenging non-Lambertian reflectance captured under natural, static illumination. We demonstrate, with both synthetic and real data, that our reconstructions not only enable rendering of novel viewpoints, but also physics-based appearance editing of materials and illumination.

Benchmarks

BenchmarkMethodologyMetrics
image-relighting-on-stanford-orbPhySG
HDR-PSNR: 21.81
LPIPS: 0.055
SSIM: 0.960
inverse-rendering-on-stanford-orbPhySG
HDR-PSNR: 21.81
surface-normals-estimation-on-stanford-orbPhySG
Cosine Distance: 0.17

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PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting | Papers | HyperAI