RTR-GS: 3D Gaussian Splatting for Inverse Rendering with Radiance Transfer and Reflection

📅 2025-07-10
📈 Citations: 0
Influential: 0
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🤖 AI Summary
To address the coupling between BRDF and illumination, as well as high-frequency detail distortion in inverse rendering and relighting of reflective objects, this paper proposes the first 3D Gaussian Splatting (3DGS)-based inverse rendering framework supporting arbitrary reflectance materials. Methodologically, it introduces a hybrid dual-branch architecture: a forward radiative transfer branch using spherical harmonics to model global illumination and reconstruct geometry, and a physically inspired deferred reflection rendering branch that explicitly decouples BRDF from incident lighting, enabling end-to-end optimization via differentiable rendering. Crucially, it pioneers the integration of 3D Gaussian rasterization for reflective object modeling and mitigates floating artifacts—caused by spherical harmonics’ high-frequency overfitting—through cross-branch regularization. Experiments demonstrate state-of-the-art performance in novel-view synthesis, normal/material/illumination decomposition, and relighting, while maintaining efficient training and inference.

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📝 Abstract
3D Gaussian Splatting (3DGS) has demonstrated impressive capabilities in novel view synthesis. However, rendering reflective objects remains a significant challenge, particularly in inverse rendering and relighting. We introduce RTR-GS, a novel inverse rendering framework capable of robustly rendering objects with arbitrary reflectance properties, decomposing BRDF and lighting, and delivering credible relighting results. Given a collection of multi-view images, our method effectively recovers geometric structure through a hybrid rendering model that combines forward rendering for radiance transfer with deferred rendering for reflections. This approach successfully separates high-frequency and low-frequency appearances, mitigating floating artifacts caused by spherical harmonic overfitting when handling high-frequency details. We further refine BRDF and lighting decomposition using an additional physically-based deferred rendering branch. Experimental results show that our method enhances novel view synthesis, normal estimation, decomposition, and relighting while maintaining efficient training inference process.
Problem

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

Rendering reflective objects in inverse rendering
Decomposing BRDF and lighting accurately
Mitigating artifacts from spherical harmonic overfitting
Innovation

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

Hybrid rendering model combining forward and deferred rendering
Separates high-frequency and low-frequency appearances effectively
Refines BRDF and lighting decomposition with deferred rendering
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