TY - GEN
T1 - Multi-view Inverse Rendering for Large-scale Real-world Indoor Scenes
AU - Li, Zhen
AU - Wang, Lingli
AU - Cheng, Mofang
AU - Pan, Cihui
AU - Yang, Jiaqi
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023
Y1 - 2023
N2 - We present a efficient 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 mesh 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 alleviates 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-art 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.
AB - We present a efficient 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 mesh 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 alleviates 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-art 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.
KW - 3D from multi-view and sensors
UR - http://www.scopus.com/inward/record.url?scp=85173974672&partnerID=8YFLogxK
U2 - 10.1109/CVPR52729.2023.01203
DO - 10.1109/CVPR52729.2023.01203
M3 - 会议稿件
AN - SCOPUS:85173974672
T3 - Proceedings of the IEEE Computer Society Conference on Computer Vision and Pattern Recognition
SP - 12499
EP - 12509
BT - Proceedings - 2023 IEEE/CVF Conference on Computer Vision and Pattern Recognition, CVPR 2023
PB - IEEE Computer Society
T2 - 2023 IEEE/CVF Conference on Computer Vision and Pattern Recognition, CVPR 2023
Y2 - 18 June 2023 through 22 June 2023
ER -