PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting
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.
PDF Abstract CVPR 2021 PDF CVPR 2021 AbstractDatasets
Task | Dataset | Model | Metric Name | Metric Value | Global Rank | Benchmark |
---|---|---|---|---|---|---|
Depth Prediction | Stanford-ORB | PhySG | Si-MSE | 1.90 | # 7 | |
Surface Normals Estimation | Stanford-ORB | PhySG | Cosine Distance | 0.17 | # 5 | |
Surface Reconstruction | Stanford-ORB | PhySG | Chamfer Distance | 9.28 | # 5 | |
Image Relighting | Stanford-ORB | PhySG | HDR-PSNR | 21.81 | # 7 | |
SSIM | 0.960 | # 6 | ||||
LPIPS | 0.055 | # 6 | ||||
Inverse Rendering | Stanford-ORB | PhySG | HDR-PSNR | 21.81 | # 7 |