NieR: Normal-Based Lighting Scene Rendering
Hongsheng Wang, Yang Wang, Yalan Liu, Fayuan Hu, Shengyu Zhang, Fei Wu, Feng Lin
TL;DR
NieR addresses dynamic lighting and material diversity in road-scene rendering by extending 3D Gaussian Splatting with two key modules: Light Decomposition (LD), which splits outgoing radiance into diffuse and specular components using surface normals and a specular coefficient $a$, and Hierarchical Normal Gradient Densification (HNGD), which adaptively densifies Gaussian points based on gradient information via Grad = $(1-\omega)\cdot (G_{xyz}/denom) + \omega\cdot (G_{norm}/denom)$. The approach leverages a physically inspired rendering framework with equations such as $L_o(\omega_o,x)=\int_{\Omega} f(\omega_o,\omega_i,x)L_i(\omega_i,x)(\omega_i\cdot n) d\omega_i$, and color synthesis $c_0=(1-a)\cdot sh_c \cdot \cos\theta + a\cdot sh_c$, to better capture specular highlights and color variation under dynamic lighting. Extensive experiments on seven Mip-NeRF360 scenes and Tanks & Temples show NieR achieving higher PSNR/SSIM and lower LPIPS than baselines like Gaussian Splatting, with substantially faster training times than some NeRF-based methods, confirming improved visual quality and efficiency. The work provides a practical path for lighting-aware 3D Gaussian rendering in dynamic scenes and offers publicly available code for replication and extension.
Abstract
In real-world road scenes, diverse material properties lead to complex light reflection phenomena, making accurate color reproduction crucial for enhancing the realism and safety of simulated driving environments. However, existing methods often struggle to capture the full spectrum of lighting effects, particularly in dynamic scenarios where viewpoint changes induce significant material color variations. To address this challenge, we introduce NieR (Normal-Based Lighting Scene Rendering), a novel framework that takes into account the nuances of light reflection on diverse material surfaces, leading to more precise rendering. To simulate the lighting synthesis process, we present the LD (Light Decomposition) module, which captures the lighting reflection characteristics on surfaces. Furthermore, to address dynamic lighting scenes, we propose the HNGD (Hierarchical Normal Gradient Densification) module to overcome the limitations of sparse Gaussian representation. Specifically, we dynamically adjust the Gaussian density based on normal gradients. Experimental evaluations demonstrate that our method outperforms state-of-the-art (SOTA) methods in terms of visual quality and exhibits significant advantages in performance indicators. Codes are available at https://wanghongsheng01.github.io/NieR/.
