Static inverse rendering静态逆渲染
GS-IR · CVPR 2024 ↗
Geometry reconstruction, occlusion baking, then material/lighting estimation. A staged training baseline.几何重建、遮挡烘焙,再估计材质/光照,适合学习分阶段训练。
Official code available官方代码已发布
ZERO TO HERO / NEXT CHAPTER
Your viewer can replay appearance. Now learn what it takes to change illumination: normals, materials, visibility and time. Eight short chapters connect the equations to a working Gaussian renderer.Viewer 已能回放外观。现在学习改变光照需要什么:法线、材质、可见性与时间。八篇短课把公式连接到可运行的 Gaussian 渲染器。
1,536 synthetic Gaussian surfels · Lambert/GGX · five inspection modes · a moving light and deforming object · linear HDR composition. Uses the shared Rust/wgpu core. The current pretrained STG scene has no verified material fields; this lab uses a separate known-material asset.1,536 个合成 Gaussian surfel · Lambert/GGX · 五种观察模式 · 可动光源与形变物体 · 线性 HDR 合成。使用共享 Rust/wgpu 核心。现有预训练 STG 场景没有已验证的材质字段,本实验使用独立的已知材质资产。
Separate camera motion, light motion and material changes.分清转相机、转光源与改材质。
02Build the rendering equation from multiplication and addition.从乘法与加法搭出渲染方程。
03Read every factor in the actual GGX shader.读懂实际 GGX shader 的每一个因子。
04Follow two GPU passes and their color spaces.走通两个 GPU pass 与颜色空间。
05Understand lighting coefficients, transfer and TranSplat.理解光照系数、传输与 TranSplat。
06Trace inverse rendering from observations to a relightable asset.从观测数据走到可重打光资产。
07Derive inverse-transpose normals and dynamic visibility.推导逆转置法线与动态可见性。
08Separate working capabilities from the next implementation milestones.区分已实现能力与后续实现里程碑。
Follow this sequence: foundations → environment lighting/BRDF → our GPU lab → one paper reproduction. These are public courses, books and implementation notes; none is presented as a dedicated Coursera-style 4DGS certification.按基础 → 环境光照/BRDF → 本站 GPU 实验 → 一篇论文复现的顺序学习。下列是公开课、教材与实现说明,并不将它们包装成 Coursera 式的 4DGS 专属证书课。
Chinese lectures, English slides. Review shading, ray tracing and radiometry; the official page links recordings.中文讲授、英文课件。复习着色、光线追踪与辐射度量,官方页有录像入口。
Prioritize environment lighting 1–2 and high-quality shading 1, then shadows. A rendering course, not a GS certificate program.优先看环境光照 1–2、高质量着色 1,再补阴影。这是渲染课程,不是 GS 专属证书课。
Read after chapter 2; identify the physical quantity behind every symbol. A free online book, not a video course.第 2 篇后阅读,把符号对应到物理量。免费在线教材,不是视频课程。
The complete distribution, masking and geometry behind the compact shader.阅读简短 shader 背后的完整分布、遮蔽与几何推导。
Implementation reference for roughness, Fresnel, IBL and linear color; richer than this teaching subset.粗糙度、Fresnel、IBL 与线性颜色的实现参考,比这里的教学子集更丰富。
RESEARCH SNAPSHOT / 2026-09-21
A selective reading map, not an exhaustive ranking. Publication labels follow the official pages. “Code available” means a released implementation was observed, not that we reproduced its results. Availability can change.这是精选阅读地图,不是完整排名。发表信息依官方页面标注。“代码已发布”表示观察到正式实现,不表示本站已复现其结果。发布状态可能变化。
Static inverse rendering静态逆渲染
Geometry reconstruction, occlusion baking, then material/lighting estimation. A staged training baseline.几何重建、遮挡烘焙,再估计材质/光照,适合学习分阶段训练。
Official code available官方代码已发布
Materials + visibility材质与可见性
Material/lighting decomposition and ray-based visibility in Gaussian reconstruction.在 Gaussian 重建中进行材质/光照分解,并用光线处理可见性。
Official code available官方代码已发布
Illumination decomposition光照分解
Material priors plus environment/local illumination modeling: lighting need not be distant.材质先验结合环境/局部光照建模,光照不一定来自无限远。
Code release pending per repository; README/assets observed仓库说明代码待发布,目前核对到 README/素材
Volumetric video体积视频
Tracked Gaussians with PBR attributes, material estimation and visibility for dynamic relighting.将跟踪 Gaussian 与 PBR 属性结合,包含动态重打光的材质估计与可见性。
Paper verified; runnable official release not verified here已核对论文;本站未核实可运行官方发布
Head avatars头部 Avatar
Hybrid neural shading with FLAME and light-stage capture. Specialized data/model assumptions matter.结合 FLAME 与 light-stage 采集的混合神经着色,需注意其专门的数据/模型假设。
Official code; separate model/data access requirements官方代码已发布;模型/数据另有访问要求
SH radiance transferSH 辐亮度转移
Transfers trained 2D Gaussian surfels using source/target HDR lighting and normal-dependent irradiance ratios, with separate specular treatment.利用源/目标 HDR 光照与随法线变化的辐照度比率,转移已训练 2D Gaussian surfel,并单独处理镜面反射。
Official code released July 2026官方代码于 2026 年 7 月发布
Deformable assets可形变资产
Decoupled materials/light on 2D Gaussians, driven by simulation/animation deformation; distinct from learning arbitrary video motion.在 2D Gaussians 上分离材质/光照,再由模拟/动画驱动形变,不等于从视频学习任意运动。
Paper/project available; no code link observed on project page论文/项目页可用;项目页未见代码链接
For the engine: reproduce one static material asset with GS-IR or Relightable 3D Gaussian. For your SH studies: inspect TranSplat and its trained 2DGS + HDR input contract. For 4D: first prove that normals and visibility follow deformation, then study the different assumptions of BEAM, BecomingLit and DR-GS.引擎路线:用 GS-IR 或 Relightable 3D Gaussian 复现一个静态材质资产。SH 路线:研究 TranSplat 及其训练好 2DGS + HDR 的输入约定。4D 路线:先证明法线与可见性随形变正确更新,再研究 BEAM、BecomingLit 和 DR-GS 各自的假设。
See the implementation milestones →查看实现里程碑 →