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
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:2608.29269v1 Announce Type: new
Abstract: Relightable interactive scene reconstruction aims to build an editable 3D model from scans of different object arrangements and render new layouts unde...
By Haonan Zhou, Gaoxiang Linghu, Youlin Jia, Hongyu Cui, Kewei Wei, Kaiyue Zhou, Bruce X. B. Yu, Gaoang Wang
arXiv:2609.37115v1 Announce Type: new
Abstract: We revisit the role of appearance modeling in 3D Gaussian Splatting (3DGS) and show that limited expressiveness in view-dependent reflectance is a key...
By Pratik Singh Bisht, Andreas Kolb
RefracGS is a novel framework for generating novel views through refractive water surfaces. It jointly reconstructs the water surface using a neural height field and the underlying scene with a 3D Gaussian field, employing refraction‑aware Gaussian ray tracing based on Snell’s law. The method achieves high‑fidelity view synthesis, outperforms prior refractive approaches, and offers 15× faster training with real‑time rendering at 200 FPS.
By Yiming Shao, Qiyu Dai, Chong Gao, Guanbin Li, Yequan Wang, He Sun, Qiong Zeng, Baoquan Chen, Wenzheng Chen
Recent advances in neural scene representations enable photorealistic novel-view synthesis, yet most methods remain tightly coupled to a single rendering paradigm, limiting their versatility and integration with conventional graphics workflows. We introduce Floating Radiance Networks (FlaRe), a neural scene representation combining explicit ray-traceable geometry with continuous neural radiance functions.
arXiv:2609.13397v1 Announce Type: new
Abstract: In rendering, a camera is a sampling operator that maps each finite pixel to a bundle of rays. Different camera models change the geometry of this bund...
By Deheng Zhang, Letian Shi, Runyi Yang, Zhendong Li, Lei Sun, Kanzhi Wu, Ajad Chhatkuli, Danda Pani Paudel, Luc Van Gool
Projector-camera (ProCams) systems achieve active scene perception and controllable appearance manipulation via structured illumination, serving as a core infrastructure for spatial augmented reality, projection mapping, and surface reflectance acquisition. Existing inverse-rendering methods for ProCams deliver high-fidelity results but rely on time-consuming per-scene optimization, while mainstream feed-forward 3D reconstruction models produce baked appearance that cannot adapt to spatially varying projector illumination.
arXiv:2606. 29379v1 Announce Type: cross Abstract: Gaussian splatting (GS) has garnered significant attention in VR/AR and digital content creation due to its explicit parameterization and efficient rendering capabilities.
By Jiaxin Li, Tong Wu, Yi Wei, Tailin Wu, Li Zhang
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
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
GLOW is a Global Illumination‑aware inverse rendering framework for indoor scenes captured with dynamic co‑located light and camera setups. It combines a neural implicit surface representation with a neural radiance cache to jointly optimize geometry and reflectance, while introducing a dynamic radiance cache and a surface‑angle‑weighted radiometric loss to handle near‑field motion, strong inter‑reflections, and specular highlights. Experiments demonstrate that GLOW significantly outperforms prior methods in estimating material reflectance under both natural and co‑located illumination.
By Jiaye Wu, Saeed Hadadan, Geng Lin, Peihan Tu, Auguste Gezalyan, Matthias Zwicker, David Jacobs, Roni Sengupta