arXiv Computer Vision

Gaussian Splatting with Reflections Guided by What is Seen

The paper introduces a new framework that uses 2D Gaussian Splatting to capture view‑dependent specular effects, especially near‑field reflections, by directly leveraging observable environment information in input images. It combines a hybrid reflection appearance representation with view‑dependent specular modeling, and demonstrates improved rendering quality and geometric accuracy on public benchmarks and a newly curated near‑field reflection dataset.

arXiv AI
Jun 3

Ref-DGS: Reflective Dual Gaussian Splatting

arXiv:2603. 07664v3 Announce Type: replace-cross Abstract: The reflective appearance, especially strong and typically near-field specular reflections, poses a fundamental challenge for accurate surface reconstruction and novel view synthesis.

By Ningjing Fan, Yiqun Wang, Dongming Yan, Peter Wonka
Hugging Face Trending Papers
Jul 28

PanoLess: Environment Reconstruction from Partial Reflective Views

Reflections from shiny objects and glass facades naturally extend the field of view of a camera, capturing the surrounding environment without the need to pan the camera or acquire a full panorama. We propose PanoLess, a Gaussian-splat-based framework that reconstructs the surrounding environment as a distant illumination map from images captured on only one side of a reflective surface.

arXiv Computer Vision
Sep 18

RGS: Reflection-aware Gaussian Splatting via Learning Geometry Continuity for Reflective Objects

The paper introduces Reflection-aware Gaussian Splatting (RGS), a physically-based deferred rendering framework that improves novel view synthesis for reflective objects. RGS leverages a powerful 3D foundation model to provide a strong geometric prior and employs cross-view shape consistency regularization to prevent surface collapse and reduce geometric hollows. Additionally, a reflection-aware densification strategy captures specular variations across views, resulting in higher-quality renderings of reflective objects.

By Xiaobiao Du, Yida Wang, Cheng Bi, Kun Zhan, Xin Yu
arXiv Computer Vision
Oct 28

GraftRay: Physically Based Mesh Insertion into Gaussian Splatting Scenes via Path Tracing

GraftRay is a method for inserting mesh objects into scenes reconstructed with 2D or 3D Gaussian splatting, ensuring physically consistent lighting and shadows. It recovers scene materials and normals using diffusion priors, models spatially‑extended emitters in closed form, and employs a hybrid renderer that path‑traces both Gaussians and meshes to produce view‑consistent shading, interreflections, and soft shadows. On the FIPT benchmark, GraftRay achieves state‑of‑the‑art rendering fidelity and shadow accuracy while remaining competitive in rendering efficiency.

By Jinxin Ai, Matthias Niessner
arXiv AI
Jul 1

Intrinsic decomposition and editing of 3D Gaussian splats

arXiv:2606. 31637v1 Announce Type: cross Abstract: Intrinsic decomposition which expresses image colors as the product of diffuse albedo and shading, possibly augmented with view-dependent residuals has a long history in image editing as it enables the modification of object colors and textures without altering lighting.

By Alexandre Lanvin, Jeffrey Hu, Simon Lucas, Adrien Bousseau, George Drettakis
arXiv AI
Sep 4

TruncGradGS: Improved 3D Gaussian Splatting via Truncated Gradient Updates

The paper introduces TruncGradGS, a piecewise truncated gradient approach that mitigates gradient vanishing in 3D Gaussian Splatting, enhancing optimization stability and robustness to initializations. It demonstrates consistent improvements over random and COLMAP initializations in both static and dynamic settings. Additionally, the authors highlight limitations of existing dynamic scene benchmarks and present a new synthetic dataset for evaluating dynamic Gaussian Splatting.

By Theo Morales, Nhat-Quynh Le-Pham, Robin Atkins, Binh-Son Hua
arXiv Computer Vision
Sep 4

Camera Splatting for Continuous View Optimization

The paper introduces Camera Splatting, a novel framework for optimizing camera viewpoints in novel view synthesis. Each camera is represented as a 3D Gaussian (camera splat), and virtual point cameras are positioned near the surface to sample the distribution of these splats. By continuously refining the camera splats to match desired target distributions observed from the point cameras, the method achieves better capture of complex view‑dependent effects such as metallic reflections and detailed textures compared to the Farthest View Sampling approach.

By Gahye Lee, Hyomin Kim, Gwangjin Ju, Jooeun Son, Hyejeong Yoon, Seungyong Lee