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.
本文提出了Ref-GS,一种新颖的用于二维高斯散点方向光分解的方法,能够实现基于视角的真实感外观渲染和精确的几何恢复。Ref-GS建立在高斯散点的延迟渲染基础上,通过在延迟渲染表面上应用方向编码,有效降低了方向与视角之间的模糊性。 此外,我们引入了一种球形Mip-grid,用于捕获表面粗糙度的不同级别,从而实现支持粗糙度感知的高斯着色。与此同时,我们提出了一种简单而高效的几何-光照分解方法,通过向量外积将几何与光照连接,在集成体积属性时显著降低了渲染器的计算开销。 实验结果表明,Ref-GS在多个开放世界场景中实现了卓越的真实感渲染,同时能够准确地恢复场景几何,展现了强大的性能和适用性。