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Meng Gai

Publications and source records attributed to Meng Gai.

9 recordsLinked to original sources

MaterialClusterGS: Palette-Based Material Decomposition and Physically-Based Relighting with 2D Gaussian Splatting

We present MaterialClusterGS, a palette-based material decomposition framework for 2D Gaussian Splatting that enables physically based relighting and material editing. Existing Gaussian inverse rendering methods typically assign independent BRDF parameters to individual primitives. While flexible, this local fitting strategy makes material recovery highly under-constrained: shadows, indirect illumination, geometric errors, and visibility residuals can be absorbed into thousands of slightly different local material estimates. Meanwhile, recent palette-based appearance methods operate solely in RGB space without modeling physical materials or illumination. To bridge this gap, we represent scene materials using a compact global palette of shared BRDF prototypes assigned via a continuous spatial material field. Without shared material structure, editing one region does not propagate consistently to others of the same material, making per-primitive decompositions impractical for editing. We jointly optimize the material field, palette prototypes, and environment lighting under a physically based rendering objective. The resulting framework recovers compact, spatially coherent attributes directly usable for material editing, relighting, and transfer.

cs.GR

PTIR-GS: Path-Traced Inverse Rendering with Global Illumination in 3D Gaussian Fields

Ray tracing enables 3D Gaussian fields to serve as a representation for physically based light transport. Faithful inverse rendering requires forward rendering and backward optimization to be defined within a consistent light-transport pipeline. Existing Gaussian inverse-rendering methods typically rely on splatting-derived G-buffers and screen-space optimization. The local affine approximation of perspective projection can introduce inconsistencies with path tracing, while simplified rendering formulations often neglect or approximate indirect illumination and visibility. Therefore, we propose a splatting-free path-traced inverse-rendering framework for 3D Gaussian fields that unifies forward rendering and backward optimization within the same recursive multi-bounce light-transport pipeline. We formulate light transport over overlapping Gaussian primitives directly in path space, enabling Monte Carlo path tracing and pathwise gradient replay over the same recursively sampled transport paths. The framework jointly optimizes materials and environment light under the full rendering equation, with ray-traced visibility and global illumination explicitly evaluated. Extensive experiments demonstrate competitive material estimation and improved path-traced rendering quality, producing more plausible shadows, reflections, and relighting under global illumination.

cs.GR

OctaOctree Neural Radiosity for Real-time Glossy Material Rendering

Modeling high-frequency outgoing radiance distributions remains a fundamental challenge in global illumination, especially for glossy and specular materials. Existing neural-based radiance caching methods commonly rely on positional feature encodings or spatially organized caches, which makes it difficult to represent sharp directional radiance variations without increasing the model complexity or sampling cost. To address this challenge, we propose OctaOctree, an efficient spatial-angular radiance representation for global illumination. OctaOctree organizes outgoing radiance with an adaptive octree in 3D space, and associates each spatial node with an octahedral directional map. By coupling the spatial hierarchy with direction-dependent storage, our representation allocates fine spatial resolution to local illumination and visibility changes, while using coarser spatial levels with richer angular resolution to capture glossy and specular radiance distributions. This design embeds a reflectance-aware spatial-angular prior directly into the radiance representation, reducing the burden on neural networks or reconstruction modules to recover high-frequency view-dependent effects from positional features alone. As a result, OctaOctree provides a compact and expressive neural encoding for a wide range of indirect illumination effects, from diffuse interreflection to sharp glossy reflections. Experiments demonstrate that our method produces high-quality, direction-aware global illumination with single network query at primary intersections, achieving improved fidelity and real-time performance compared with baseline neural radiosity and radiance caching approaches.

cs.GR

BlitzGS: City-Scale Gaussian Splatting at Lightning Speed

Large-scale 3D Gaussian Splatting underpins digital twins, simulation, and aerial mapping, yet city-scale training remains computationally expensive even with multi-GPU execution because every iteration must preprocess, communicate, and rasterize an overly dense set of primitives. At any given step, only a small fraction of these primitives contribute meaningfully to the loss; the rest incur redundant storage, communication, and rasterization costs. Existing approaches improve individual cost factors but do not fully address the underlying question: which Gaussians should be stored on each GPU, rendered for each view, and retained after early geometry formation? We present BlitzGS, a distributed 3DGS framework that reduces the active Gaussian workload at three coupled levels. At the system level, it shards Gaussians across GPUs by index parity rather than spatial blocks, mitigating the cross-block visibility redundancy of spatial partitioning, and distributes each render step through a single cross-GPU exchange that routes projected Gaussians to their tile owners. At the model level, it controls the population from both ends of densification. Scheduled importance-scoring passes prune redundant survivors, and a lightweight spawn gate withholds candidates predicted not to survive. The same importance signal also feeds back into density control. At the view level, a distance-based LOD gate and an importance-based mask trim each camera's active set. On large-scale benchmarks, BlitzGS matches the rendering quality of recent large-scale baselines while delivering nearly an order-of-magnitude speedup, training city-scale scenes in tens of minutes. Our code is available at https://github.com/AkierRaee/BlitzGS.

cs.GR

ChronoGS: Disentangling Invariants and Changes in Multi-Period Scenes

Multi-period image collections are common in real-world applications. Cities are re-scanned for mapping, construction sites are revisited for progress tracking, and natural regions are monitored for environmental change. Such data form multi-period scenes, where geometry and appearance evolve. Reconstructing such scenes is an important yet underexplored problem. Existing pipelines rely on incompatible assumptions: static and in-the-wild methods enforce a single geometry, while dynamic ones assume smooth motion, both failing under long-term, discontinuous changes. To solve this problem, we introduce ChronoGS, a temporally modulated Gaussian representation that reconstructs all periods within a unified anchor scaffold. It's also designed to disentangle stable and evolving components, achieving temporally consistent reconstruction of multi-period scenes. To catalyze relevant research, we release ChronoScene dataset, a benchmark of real and synthetic multi-period scenes, capturing geometric and appearance variation. Experiments demonstrate that ChronoGS consistently outperforms baselines in reconstruction quality and temporal consistency. Our code and the ChronoScene dataset are publicly available at https://github.com/ZhongtaoWang/ChronoGS.

cs.GR

Locomotion in CAVE: Enhancing Immersion through Full-Body Motion

Cave Automatic Virtual Environment (CAVE) is one of the virtual reality (VR) immersive devices currently used to present virtual environments. However, the locomotion methods in the CAVE are limited by unnatural interaction methods, severely hindering the user experience and immersion in the CAVE. We proposed a locomotion framework for CAVE environments aimed at enhancing the immersive locomotion experience through optimized human motion recognition technology. Firstly, we construct a four-sided display CAVE system, then through the dynamic method based on Perspective-n-Point to calibrate the camera, using the obtained camera intrinsics and extrinsic parameters, and an action recognition architecture to get the action category. At last, transform the action category to a graphical workstation that renders display effects on the screen. We designed a user study to validate the effectiveness of our method. Compared to the traditional methods, our method has significant improvements in realness and self-presence in the virtual environment, effectively reducing motion sickness.

cs.GR

Geometry-Aware Global Feature Aggregation for Real-Time Indirect Illumination

Real-time rendering with global illumination is crucial to afford the user realistic experience in virtual environments. We present a learning-based estimator to predict diffuse indirect illumination in screen space, which then is combined with direct illumination to synthesize globally-illuminated high dynamic range (HDR) results. Our approach tackles the challenges of capturing long-range/long-distance indirect illumination when employing neural networks and is generalized to handle complex lighting and scenarios. From the neural network thinking of the solver to the rendering equation, we present a novel network architecture to predict indirect illumination. Our network is equipped with a modified attention mechanism that aggregates global information guided by spacial geometry features, as well as a monochromatic design that encodes each color channel individually. We conducted extensive evaluations, and the experimental results demonstrate our superiority over previous learning-based techniques. Our approach excels at handling complex lighting such as varying-colored lighting and environment lighting. It can successfully capture distant indirect illumination and simulates the interreflections between textured surfaces well (i.e., color bleeding effects); it can also effectively handle new scenes that are not present in the training dataset.

cs.GR

Visual Acuity Consistent Foveated Rendering towards Retinal Resolution

Prior foveated rendering methods often suffer from a limitation where the shading load escalates with increasing display resolution, leading to decreased efficiency, particularly when dealing with retinal-level resolutions. To tackle this challenge, we begin with the essence of the human visual system (HVS) perception and present visual acuity-consistent foveated rendering (VaFR), aiming to achieve exceptional rendering performance at retinal-level resolutions. Specifically, we propose a method with a novel log-polar mapping function derived from the human visual acuity model, which accommodates the natural bandwidth of the visual system. This mapping function and its associated shading rate guarantee a consistent output of rendering information, regardless of variations in the display resolution of the VR HMD. Consequently, our VaFR outperforms alternative methods, improving rendering speed while preserving perceptual visual quality, particularly when operating at retinal resolutions. We validate our approach using both the rasterization and ray-casting rendering pipelines. We also validate our approach using different binocular rendering strategies for HMD devices. In diverse testing scenarios, our approach delivers better perceptual visual quality than prior foveated rendering while achieving an impressive speedup of 6.5$\times$-9.29$\times$ for deferred rendering of 3D scenarios and an even more powerful speedup of 10.4$\times$-16.4$\times$ for ray-casting at retinal resolution. Additionally, our approach significantly enhances the rendering performance of binocular 8K path tracing, achieving smooth frame rates.

cs.GR

Real-time Global Illumination for Dynamic 3D Gaussian Scenes

We present a real-time global illumination approach along with a pipeline for dynamic 3D Gaussian models and meshes. Building on a formulated surface light transport model for 3D Gaussians, we address key performance challenges with a fast compound stochastic ray-tracing algorithm and an optimized 3D Gaussian rasterizer. Our pipeline integrates multiple real-time techniques to accelerate performance and achieve high-quality lighting effects. Our approach enables real-time rendering of dynamic scenes with interactively editable materials and dynamic lighting of diverse multi-lights settings, capturing mutual multi-bounce light transport (indirect illumination) between 3D Gaussians and mesh. Additionally, we present a real-time renderer with an interactive user interface, validating our approach and demonstrating its practicality and high efficiency with over 40 fps in scenes including both 3D Gaussians and mesh. Furthermore, our work highlights the potential of 3D Gaussians in real-time applications with dynamic lighting, offering insights into performance and optimization.

cs.GR