arXiv Computer Vision

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.

Hugging Face Trending Papers
Oct 5

Casual Flash Lighting for Gaussian Splat Inverse Rendering

The paper introduces a method that combines casual indoor photographs taken with and without flash to recover geometry, materials, and lighting. By using flash residuals to constrain albedo and BRDF and static lighting to capture specular highlights, the approach employs a hash‑encoded MLP anchored to a 2DGS depth map for view‑consistent material decomposition. Experiments on synthetic and real scenes show improved diffuse color, albedo, roughness, and relighting performance, achieving a 4.17 dB PSNR gain over the best baseline.

arXiv Computer Vision
Oct 12

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.

By Yiming Liang, Tianyu Xiao, Hiroshi Ishikawa
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 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 26

Do Image Editing Models Understand Lighting?

arXiv:2606.26738v3 Announce Type: replace Abstract: While recent advancements in generative image editing models have achieved stunning visual fidelity, it remains an open question whether these syst...

By Tim K\"uchler, Johann-Friedrich Feiden, Matthias Nie{\ss}ner, Carsten Rother
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
arXiv Computer Vision
Sep 18

GS-PI: An Optimization-Decoupled Appearance Decomposition Approach for Generating PBR Gaussian Assets

GS-PI introduces an optimization‑decoupled framework that transforms Gaussian Splatting (GS) assets into physically based rendering (PBR) compatible Gaussian assets. By treating PBR material generation as a geometry‑conditioned diffusion process on 3D point clouds, it achieves multi‑view consistency and avoids the pixel‑correspondence problems of 2D diffusion. The method employs a multi‑scale cross‑view conditioning mechanism—combining global semantic priors, photometric cues, and spatial view‑direction signals—to prevent specular highlights from baking into intrinsic colors, and then distills the predicted attributes back into a fully relightable PBR‑GS asset without requiring proxy meshes.

By Jieting Xu, Rengan Xie, Zijian Huang, Zehui Jin, Rui Wang, Yuchi Huo
Hugging Face Trending Papers
Jun 25

SatSplatDiff: Geometry-preserving generative refinement for high-fidelity satellite Gaussian Splatting

Gaussian Splatting has been recently explored for satellite 3D reconstruction, demonstrating flexibility and efficiency in representing radiometrically diverse satellite scenes. However, the limited top viewpoint of satellite imagery results in insufficient supervision on building facades, leaving surface holes and degraded visual fidelity.