We present a multi-view inverse rendering method for large-scale real-world indoor scenes that reconstructs global illumination and physically-reasonable SVBRDFs. Unlike previous representations, where the global illumination of large scenes is simplified as multiple environment maps, we propose a compact representation called Texture-based Lighting (TBL). It consists of 3D meshs and HDR textures, and efficiently models direct and infinite-bounce indirect lighting of the entire large scene. Based on TBL, we further propose a hybrid lighting representation with precomputed irradiance, which significantly improves the efficiency and alleviate the rendering noise in the material optimization. To physically disentangle the ambiguity between materials, we propose a three-stage material optimization strategy based on the priors of semantic segmentation and room segmentation. Extensive experiments show that the proposed method outperforms the state-of-the-arts quantitatively and qualitatively, and enables physically-reasonable mixed-reality applications such as material editing, editable novel view synthesis and relighting. The project page is at https://lzleejean.github.io/TexIR.
翻译:我们为大规模现实世界室内场景提出了一个多视角反向转换方法,以重建全球照明和物理上合理的SVBRDFs。与以往的表述方式不同,即全球大场景的光化被简化为多重环境图,我们提议了一个称为基于质谱的光(TBL)的缩略语,它由3D网目和《人类发展报告》纹理组成,以及对整个大场景进行直接和无限和无限的间接照明的有效模型。根据TBLL,我们进一步提议采用混合照明代表方式,以预先测量的辐照方式进行混合照明,大大提高材料优化的效率并减轻制造噪音。为了从物理上消除材料之间的模糊性,我们提议了一个基于先前的语义分割和室分割的三阶段材料优化战略。广泛的实验表明,拟议的方法在定量和定性上超越了状态,并且能够使物质编辑、可编辑的新视图合成和重新点亮化等物质上合理的混合现实应用。项目页面是 https://lzleyejejean.giubir./Texexing。