GSHeadRelight: Fast Relightability for 3D Gaussian Head Synthesis
Authors: Henglei Lv, Bailin Deng, Jianzhu Guo, Xiaoqiang Liu, Pengfei Wan, Di Zhang, Lin Gao
Organizations: Institute of Computing Technology, CAS and University of Chinese Academy of Sciences, China · Cardiff University, United Kingdom · Kuaishou Technology, China
Relighting and novel view synthesis of human portraits are essential in applications such as portrait photography, virtual reality (VR), and augmented reality (AR). Despite recent progress, 3D-aware portrait relighting remains challenging due to the demands for photorealistic rendering, real-time performance, and generalization to unseen subjects. Existing works either rely on supervision from limited and expensive light stage captured data or produce suboptimal results. Moreover, many works are based on generative NeRFs, which suffer from poor 3D consistency and low real-time performance. We resort to recent progress on generative 3D Gaussians and design a lighting model based on a unified neural radiance transfer representation, which responds linearly to incident light. Using only in-the-wild images, our method achieves state-of-the-art relighting results and a significantly faster rendering speed (×12) compared to previous 3D-aware portrait relighting research. Project page: http://www.geometrylearning.com/GSHeadRelight/.
Figures & tables
Figure 1. Our method incorporates an efficient yet effective lighting model into generative 3D Gaussian and can synthesize high-quality relightable 3D Gaussian heads that allow for novel view synthesis and relighting given any HDRI environment maps. Our method does not require expensive light stage data and achieves real-time rendering at 240 FPS, surpassing the previous 3D-aware portrait relighting research by at least 12 times. This is the teaser figure for the article.
Figure 2. We incorporate a lighting model based on unified radiance transfer into a generative 3D Gaussian framework. The generator G takes in Gaussian noise and camera pose as condition and generates for each Gaussian an embedding x , which is then linearly transformed into the albedo ρ and geometry attributes {g} including position, scale, rotation and opacity. A light-weight decoder conditioned on view direction transforms x into radiance transfer coefficients t , which are used to compute the unified light transport with the light condition. Color is obtained by multiplying the light transport component with the albedo. The image is then rendered by standard splatting and sent to the discriminator D, which takes both camera pose and light condition as input. Mapping modules are omitted for simplicity. Gaussian noise and camera pose are represented as icons, and light condition as a diffuse sphere.
Method
SR
FID ↓
KID ↓
Rendering Speed ↑
EG3D
✓
4.30
0.132
42 fps
GSGAN
×
5.60
0.161
245 fps
Volux-GAN
✓
59.79
4.124
21 fps
ShadeGAN
✓
9.92
0.453
0.5 fps
LumiGAN
✓
5.28
0.251
-
NeRFFaceLighting
✓
4.16
0.147
2.8 fps
Table 1. Comparison of generative quality and rendering speed. KID is reported by 100 × . SR denotes super resolution. For relighting methods, rendering speed is measured under varying illumination and view direction. All methods render at 512 resolution except for Volux-GAN at 256 on a single RTX A6000 GPU. We bold the best score, underline the second, and double-underline the third.
Method
Lighting Error ↓
Lighting Stability ↓
StyleFlow
0.7523
0.1530
DisCoFaceGAN
0.5860
0.1335
GAN-Control
0.6647
0.1485
ShadeGAN
1.0714
0.2149
NeRFFaceLighting
0.6377
0.1455
Ours
0.6213
0.1537
Table 2. Comparison of lighting quality.
Method
SR
PSNR ↑
SSIM ↑
Id. Sim. (view) ↑
EG3D
✓
38.13
0.9612
0.7501
GSGAN
×
35.85
0.9395
0.7416
ShadeGAN
✓
24.23
0.7316
0.5238
Volux-GAN
✓
31.64
0.8820
0.6882
NeRFFaceLighting
✓
37.98
0.9561
0.7303
Ours
×
35.57
0.9521
0.7538
Table 3. Comparison of spatial consistency. SR denotes super resolution.
Figure 3. Qualitative Comparison. We use the same environment maps as LumiGAN ( Deng et al., 2024 ) for comparison, since it is not publicly accessible.
Figure 4. White lighting samples of our method. Lighting conditions are provided at the lower left corner.
Figure 5. RGB lighting samples of our method.
Figure 6. Environment map relighting samples of our method. The first column presents albedo images and the rest columns present renderings under different environment maps and view directions. Environment maps are rotated for different rows.
Figure 7. Results of real portrait relighting and novel view synthesis. LC and VD stand for light condition and view direction, respectively. Our method shows better photorealism and identity consistency compared to NeRFFaceLighting ( Jiang et al., 2023 ) .
Figure 8. Visual comparison between training under RGB light condition (left) and white light condition (right), both trained for 3M images. We present albedo and relighting results under seen lighting and unseen lighting. Lighting conditions are provided at the lower left corner.
Figure 9. Visual demonstration of diffuse and specular decomposition. Color inconsistencies are marked by red dashed boxes.
Figure 10. Visual ablation of view condition. Albedo and left light renderings with and without view condition are presented. Zoom in for a better view.
Method
Lighting Error ↓
Lighting Stability ↓
w/o R.T.
1.2296
0.4288
w/o V.C.
0.7019
0.1723
Ours
0.6520
0.1582
Table 4. Quantitative ablation of unified radiance transfer. R.T. denotes radiance transfer and V.C. denotes view condition.
Figure 11. Failure cases. Albedo with highlight residuals and renderings under illumination from three directions are presented. Zoom in for a better view.
3D Gaussian Splatting (3DGS) has established itself as a leading technique for 3D reconstruction and novel view synthesis of static scenes, achieving outstanding rendering quality and fast training. However, the method does not explicitly model the scene illumination, making it unsuitable for relighting tasks. Furthermore, 3DGS struggles to reconstruct scenes captured in the wild by unconstrained photo collections featuring changing lighting conditions. In this paper, we present R3GW, a novel method that learns a relightable 3DGS representation of an outdoor scene captured in the wild. Our approach separates the scene into a relightable foreground and a non-reflective background (the sky), using two distinct sets of Gaussians. R3GW models view-dependent lighting effects in the foreground reflections by combining Physically Based Rendering with the 3DGS scene representation in a varying illumination setting. We evaluate our method quantitatively and qualitatively on the NeRF-OSR dataset, offering state-of-the-art performance and enhanced support for physically-based relighting of unconstrained scenes. Our method synthesizes photorealistic novel views under arbitrary illumination conditions. Additionally, our representation of the sky mitigates depth reconstruction artifacts, improving rendering quality at the sky-foreground boundary
Margherita Lea Corona, Wieland Morgenstern, Peter Eisert +1
Fraunhofer Heinrich Hertz Institute, Berlin, Germany · Humboldt Universität zu Berlin, Berlin, Germany
Capturing relightable 3D assets from real-world objects is a widely researched problem. Several per-scene optimization-based methods, based on 3D Gaussian splatting (3DGS), support relighting; however, they usually require dense input views, and their overfitting nature makes it difficult to generalize across scenes. Unlike per-scene optimization methods, generalized feed-forward models can directly reconstruct Gaussians from sparse input views. However, the resulting assets have baked-in illumination and cannot be easily used for relighting. In this paper, we present F-RNG, a feed-forward framework that directly generates relightable 3DGS assets from sparse-view inputs. Training such a model from scratch can require massive data and computing resources, and it is especially challenging to generate relightable assets in a feed-forward manner with acceptable cost. We develop F-RNG upon an existing large reconstruction model (LRM) to extract relightable representations, while also utilizing priors from an intrinsic decomposition model (IDM). Specifically, we first introduce a latent-interpolated fine-grained geometry synthesis to enhance the LRM's geometry representation. Second, we propose a prior-guided relightable appearance distillation to extract relightable neural representations by incorporating IDM priors. Finally, a universal neural renderer enables flexible and high-fidelity relighting. F-RNG requires neither re-training nor fine-tuning of the underlying LRMs, thus can automatically benefit from better LRMs and IDMs in the future. With only small networks that can be trained with affordable data and computational resources, F-RNG avoids the repetitive inference of large models under different light conditions. By comparison to the state-of-the-art LRM-based relighting method, F-RNG achieves 25x faster relighting, as well as superior quality (+2.0 dB).
Guangming Fu, Jiahui Fan, Jian Yang +2
Nankai University, China · Nanjing University, China · NVIDIA, USA
Creating photorealistic human heads typically involves trade-offs between representation power, efficiency, and generalizability. Traditional mesh-based solutions relying on 3DMMs generally sacrifice representation power but are efficient to render. On the other hand, NeRF-based methods improve representation power and fidelity while sacrificing efficiency. Gaussian splatting methods attempt to resolve these trade-offs by offering both high representation power and efficiency with real-time rendering. However, their efficiency nonetheless depends on the number of rasterized Gaussians, and the time needed to optimize and prepare the head (the enrollment time) is often high. In light of this, we propose EGGHead, which introduces a novel Gaussian allocation algorithm that efficiently assigns Gaussians to the head's semantic regions given a fixed Gaussian budget. Our algorithm reduces the number of Gaussians needed while minimizing the impact on representation power. EGGHead operates in a single forward pass and outperforms previous single-image face modeling methods in reconstruction quality, novel view synthesis, and rendering speeds.
Pilseo Park, Andrew Hou, Michel Sarkis +3
Michigan State University · Qualcomm Technologies, Inc. · University of North Carolina at Chapel Hill