Modeling reflections from 2D images is essential for photorealistic rendering and novel view synthesis. Recent approaches enhance Gaussian primitives with reflection-related material attributes to enable physically based rendering (PBR) with Gaussian Splatting. However, the material inference often lacks sufficient constraints, especially under limited environment modeling, resulting in illumination aliasing and reduced generalization. In this work, we revisit the problem from a multi-view perspective and show that multi-view consistent material inference with more physically-based environment modeling is key to learning accurate reflections with Gaussian Splatting. To this end, we enforce 2D Gaussians to produce multi-view consistent material maps during deferred shading. We also track photometric variations across views to identify highly reflective regions, which serve as strong priors for reflection strength terms. To handle indirect illumination caused by inter-object occlusions, we further introduce an environment modeling strategy through ray tracing with 2DGS, enabling photorealistic rendering of indirect radiance. Experiments on widely used benchmarks show that our method faithfully recovers both illumination and geometry, achieving state-of-the-art rendering quality in novel views synthesis.
翻译:从二维图像中建模反射现象对于实现照片级真实感渲染和新视角合成至关重要。近期研究通过为高斯基元增强与反射相关的材质属性,实现了基于物理的渲染(PBR)与高斯溅射的结合。然而,现有方法的材质推断往往缺乏充分约束,尤其在环境建模受限的情况下,容易导致光照伪影并降低泛化能力。本研究从多视角角度重新审视该问题,论证了基于更符合物理规律的环境建模进行多视角一致材质推断,是实现高斯溅射精确反射学习的关键。为此,我们在延迟着色过程中强制二维高斯分布生成多视角一致的材质贴图。同时,通过追踪跨视角的光度变化来识别高反射区域,将其作为反射强度项的重要先验。为处理物体间遮挡产生的间接光照,我们进一步提出通过二维高斯溅射的射线追踪进行环境建模,实现对间接辐射量的照片级真实渲染。在广泛使用的基准测试上的实验表明,本方法能准确还原光照与几何结构,在新视角合成任务中达到了最先进的渲染质量。