BEAM: Bridging Physically-based Rendering and Gaussian Modeling for Relightable Volumetric Video
Yu Hong, Yize Wu, Zhehao Shen, Chengcheng Guo, Yuheng Jiang, Yingliang Zhang, Qiang Hu, Jingyi Yu, Lan Xu
Abstract
Volumetric video enables immersive experiences by capturing dynamic 3D scenes, enabling diverse applications for virtual reality, education, and telepresence. However, traditional methods struggle with fixed lighting conditions, while neural approaches face trade-offs in efficiency, quality, or adaptability for relightable scenarios. To address these limitations, we present BEAM, a novel pipeline that bridges 4D Gaussian representations with physically-based rendering (PBR) to produce high-quality, relightable volumetric videos from multi-view RGB footage. BEAM recovers detailed geometry and PBR properties via a series of available Gaussian-based techniques. It first combines Gaussian-based human performance tracking with geometry-aware rasterization in a coarse-to-fine optimization framework to recover spatially and temporally consistent geometries. We further enhance Gaussian attributes by incorporating PBR properties step by step. We generate roughness via a multi-view-conditioned diffusion model, and then derive AO and base color using a 2D-to-3D strategy, incorporating a tailored Gaussian-based ray tracer for efficient visibility computation. Once recovered, these dynamic, relightable assets integrate seamlessly into traditional CG pipelines, supporting real-time rendering with deferred shading and offline rendering with ray tracing. By offering realistic, lifelike visualizations under diverse lighting conditions, BEAM opens new possibilities for interactive entertainment, storytelling, and creative visualization.
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