title: Subsurface Scattering for 3D Gaussian Splatting
summary: 3D reconstruction and relighting of objects made from scattering materials
  present a significant challenge due to the complex light transport beneath the
  surface. 3D Gaussian Splatting introduced high-quality novel view synthesis at
  real-time speeds. While 3D Gaussians efficiently approximate an object's
  surface, they fail to capture the volumetric properties of subsurface
  scattering. We propose a framework for optimizing an object's shape together
  with the radiance transfer field given multi-view OLAT (one light at a time)
  data. Our method decomposes the scene into an explicit surface represented as
  3D Gaussians, with a spatially varying BRDF, and an implicit volumetric
  representation of the scattering component. A learned incident light field
  accounts for shadowing. We optimize all parameters jointly via ray-traced
  differentiable rendering. Our approach enables material editing, relighting and
  novel view synthesis at interactive rates. We show successful application on
  synthetic data and introduce a newly acquired multi-view multi-light dataset of
  objects in a light-stage setup. Compared to previous work we achieve comparable
  or better results at a fraction of optimization and rendering time while
  enabling detailed control over material attributes. Project page
  https://sss.jdihlmann.com/
paper_authors._id: 66c7f97be51ba300920429e4
paper_authors.name: Jan-Niklas Dihlmann
paper_authors.status: claimed_verified
paper_authors.statusLastChangedAt: 2024-08-26T07:15:39.142Z
paper_authors._id: 631b6dbcbf1351ed2bd05be1
paper_authors.avatarUrl: https://cdn-avatars.huggingface.co/v1/production/uploads/631b6dbcbf1351ed2bd05be1/_kzcDD4qCifsb-651_LmY.png
paper_authors.fullname: Jan-Niklas Dihlmann
paper_authors.type: user
paper_authors.user: JDihlmann
paper_authors._id: 66c7f97be51ba300920429e5
paper_authors.name: Arjun Majumdar
paper_authors._id: 66c7f97be51ba300920429e6
paper_authors.name: Andreas Engelhardt
paper_authors._id: 66c7f97be51ba300920429e7
paper_authors.name: Raphael Braun
paper_authors._id: 66c7f97be51ba300920429e8
paper_authors.name: Hendrik P. A. Lensch
paper_title: Subsurface Scattering for 3D Gaussian Splatting
paper_summary: 3D reconstruction and relighting of objects made from scattering materials
  present a significant challenge due to the complex light transport beneath the
  surface. 3D Gaussian Splatting introduced high-quality novel view synthesis at
  real-time speeds. While 3D Gaussians efficiently approximate an object's
  surface, they fail to capture the volumetric properties of subsurface
  scattering. We propose a framework for optimizing an object's shape together
  with the radiance transfer field given multi-view OLAT (one light at a time)
  data. Our method decomposes the scene into an explicit surface represented as
  3D Gaussians, with a spatially varying BRDF, and an implicit volumetric
  representation of the scattering component. A learned incident light field
  accounts for shadowing. We optimize all parameters jointly via ray-traced
  differentiable rendering. Our approach enables material editing, relighting and
  novel view synthesis at interactive rates. We show successful application on
  synthetic data and introduce a newly acquired multi-view multi-light dataset of
  objects in a light-stage setup. Compared to previous work we achieve comparable
  or better results at a fraction of optimization and rendering time while
  enabling detailed control over material attributes. Project page
  https://sss.jdihlmann.com/
paper_ai_keywords: 3D Gaussian Splatting novel view analysis real-time speeds 3D Gaussians volumetric properties subsurface scattering radiance transfer field multi-view OLAT explicit surface spatially varying BRDF implicit volumetric representation learned incident light field shadowing ray-traced differentiable rendering material editing interactive rates multi-view multi-light dataset light-hour setup