<p>To achieve realistic lighting in augmented reality (AR), virtual reality (VR), and similar applications especially with stringent realtime constraints, environmental lighting is often captured and stored in light probes, which are strategically placed throughout the scene. This study explores the optimal positioning of light probes to enhance the realism of extended realities. A novel spatial geometry-based method for light probe placement is proposed and compared against three alternative techniques. They are evaluated across various 3D Gaussian splatting environments with different probe distributions. The techniques are compared to ground truth renderings that are obtained using a pipeline that combines fast Gaussian rasterization with ray tracing. The findings demonstrate that the careful placement of a minimal number of probes can effectively replicate realistic lighting in complex environments. The geometry-based optimization method outperforms the alternatives in indoor environments by providing an efficient realtime solution with fewer probes. This optimized approach is suitable for direct implementation in realtime applications such as AR, VR, game development, and virtual productions, offering both improved lighting realism and optimized computational efficiency.</p>

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Geometry-based light probe placement for realtime lighting in Gaussian Splatting environments

  • Maurice Teuber,
  • Christian Kunert,
  • Tobias Schwandt,
  • Wolfgang Broll

摘要

To achieve realistic lighting in augmented reality (AR), virtual reality (VR), and similar applications especially with stringent realtime constraints, environmental lighting is often captured and stored in light probes, which are strategically placed throughout the scene. This study explores the optimal positioning of light probes to enhance the realism of extended realities. A novel spatial geometry-based method for light probe placement is proposed and compared against three alternative techniques. They are evaluated across various 3D Gaussian splatting environments with different probe distributions. The techniques are compared to ground truth renderings that are obtained using a pipeline that combines fast Gaussian rasterization with ray tracing. The findings demonstrate that the careful placement of a minimal number of probes can effectively replicate realistic lighting in complex environments. The geometry-based optimization method outperforms the alternatives in indoor environments by providing an efficient realtime solution with fewer probes. This optimized approach is suitable for direct implementation in realtime applications such as AR, VR, game development, and virtual productions, offering both improved lighting realism and optimized computational efficiency.