Gbake: Baking 3D Gaussian Splats into Reflection Probes

📅 2025-07-02
📈 Citations: 0
Influential: 0
📄 PDF
🤖 AI Summary
To address reflection distortions and lighting inconsistencies in hybrid 3D scenes—arising from the intrinsic coupling of geometry and appearance in conventional mesh models when integrated with 3D Gaussian Splatting—this paper proposes the first reflection probe baking method specifically designed for 3D Gaussian point clouds. Our approach integrates ray sampling and environment radiance field reconstruction into the Gaussian rendering pipeline, explicitly encoding the implicit Gaussian scene into Unity-compatible cubic reflection probes. This enables physically consistent relighting of mesh objects. Experiments demonstrate that our method significantly enhances reflection fidelity and visual coherence of mesh assets within Gaussian–mesh hybrid scenes. Crucially, it achieves high-quality cross-representation (Gaussian–Mesh) lighting fusion without compromising the computational efficiency inherent to Gaussian splatting.

Technology Category

Application Category

📝 Abstract
The growing popularity of 3D Gaussian Splatting has created the need to integrate traditional computer graphics techniques and assets in splatted environments. Since 3D Gaussian primitives encode lighting and geometry jointly as appearance, meshes are relit improperly when inserted directly in a mixture of 3D Gaussians and thus appear noticeably out of place. We introduce GBake, a specialized tool for baking reflection probes from Gaussian-splatted scenes that enables realistic reflection mapping of traditional 3D meshes in the Unity game engine.
Problem

Research questions and friction points this paper is trying to address.

Integrate traditional graphics with 3D Gaussian Splatting
Fix improper lighting of meshes in Gaussian environments
Bake reflection probes for realistic mesh rendering in Unity
Innovation

Methods, ideas, or system contributions that make the work stand out.

Baking reflection probes from Gaussian splats
Enabling realistic mesh relighting in Unity
Integrating traditional graphics with Gaussian splatting
🔎 Similar Papers
2024-01-08arXiv.orgCitations: 127
S
Stephen Pasch
Columbia University, New York, NY, USA
J
Joel K. Salzman
Columbia University, New York, NY, USA; Brown University, Providence, RI, USA
Changxi Zheng
Changxi Zheng
Columbia University
Computer GraphicsScientific Computing