The paper introduces a compact neural appearance model for 3D Gaussian Splatting that replaces traditional low‑order spherical harmonics (SH) with a tiny shared MLP decoding per‑primitive latent codes. It compares SH with recent spherical appearance models, integrating all into a unified CUDA rasterizer and WebGL viewer, and demonstrates that the new neural representation reduces per‑primitive appearance storage from 192 to 28 bytes, speeds optimization by 1.3×, and improves reconstruction quality. The study also analyzes how different appearance parametrizations affect geometry recovery and the handling of non‑static scene content.
By Florian Hahlbohm, Jorge Condor, Linus Franke, Martin Eisemann, Marcus Magnor
Recent advances in 3D Gaussian Splatting have demonstrated unprecedented success in novel view synthesis. However, the substantial inference and storage overhead driven by high-order Spherical Harmonics (SH) are primary bottlenecks for mobile platforms.
arXiv:2608.31159v1 Announce Type: new
Abstract: The bidirectional reflectance factor (BRF) characterizes the directional radiative properties of terrestrial surfaces. However, existing three-dimensio...
By Yiling Yao, Wenjuan Zhang, Bowen Wang, Bocheng Li, Wentao Song, Bing Zhang
AESplat is a new pose‑free feed‑forward 3D Gaussian Splatting framework that improves rendering quality by decoupling view‑independent and view‑dependent appearance modeling. It directly extracts the base view‑independent appearance from input images and predicts higher‑order spherical harmonic coefficients with a shallow MLP that incorporates 3D‑aware inductive biases. Experiments on several datasets show AESplat outperforms state‑of‑the‑art methods, achieving up to 0.8 dB higher PSNR than NAS3R and 1.1 dB over DepthSplat on RealEstate10K.
By Shiwei Ren, Zhiang Liu, Yongchun Fang, Hongwei Chen
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:2609.12682v1 Announce Type: new
Abstract: Reconstructing 3D scenes under real-world low-light conditions remains challenging due to severe sensor noise, low signal-to-noise ratios, and degraded...
By Shaurya Pavan A, Vemunuri Divya Madhuri, Yash Pradeep Gawande, Kaushik Mitra
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: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
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
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
arXiv:2605.05155v4 Announce Type: replace-cross
Abstract: As 3D Gaussian Splatting (3DGS) gains attention in immersive media and digital content creation, assessing the aesthetics of 3D scenes become...
By Chuanzhi Xu, Boyu Wei, Haoxian Zhou, Xuanhua Yin, Zihan Deng, Haodong Chen, Qiang Qu, Weidong Cai
arXiv:2609.38592v1 Announce Type: new
Abstract: Feed-forward 3D Gaussian Splatting (3DGS) enables reconstruction without per- scene optimisation, but practical stereo-camera applications require near...
By Boyuan Tian, Huangying Zhan, Zhan Li, Shin-Fang Chng, Hanwen Yang, Zirui Wang, Yi Xu