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.
Here we demostrate side-by-side videos comparing our method to top-performing baselines across different captured scenes.
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Here we demostrate side-by-side videos comparing our full method to versions of our method where key components have been ablated. See more details in the paper.
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Here we demostrate side-by-side videos comparing our method to top-performing baselines across different captured scenes.
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Here we demostrate side-by-side videos comparing our method to top-performing baselines across different captured scenes.
Select a scene and a baseline method below: