GOGS: High-Fidelity Geometry and Relighting for Glossy Objects via Gaussian Surfels

📅 2025-08-20
📈 Citations: 0
Influential: 0
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🤖 AI Summary
To address geometry-material coupling, multi-view inconsistency, and relighting artifacts in RGB inverse rendering of specular objects, this paper proposes a two-stage framework based on 2D Gaussian primitives. In Stage I, we integrate geometric priors from foundation models with differentiable 2D Gaussian ray tracing to model indirect illumination and enhance surface reconstruction robustness. In Stage II, spherical mipmap-based directional encoding is introduced to explicitly represent anisotropic specular reflection. Our method incorporates Gaussian splitting, Monte Carlo importance sampling, and physics-based rendering constraints to effectively suppress high-frequency noise and structural artifacts while preserving computational efficiency. Experiments demonstrate state-of-the-art performance in geometric reconstruction accuracy, material disentanglement quality, and photorealistic novel-view relighting—particularly for glossy objects under complex lighting conditions.

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📝 Abstract
Inverse rendering of glossy objects from RGB imagery remains fundamentally limited by inherent ambiguity. Although NeRF-based methods achieve high-fidelity reconstruction via dense-ray sampling, their computational cost is prohibitive. Recent 3D Gaussian Splatting achieves high reconstruction efficiency but exhibits limitations under specular reflections. Multi-view inconsistencies introduce high-frequency surface noise and structural artifacts, while simplified rendering equations obscure material properties, leading to implausible relighting results. To address these issues, we propose GOGS, a novel two-stage framework based on 2D Gaussian surfels. First, we establish robust surface reconstruction through physics-based rendering with split-sum approximation, enhanced by geometric priors from foundation models. Second, we perform material decomposition by leveraging Monte Carlo importance sampling of the full rendering equation, modeling indirect illumination via differentiable 2D Gaussian ray tracing and refining high-frequency specular details through spherical mipmap-based directional encoding that captures anisotropic highlights. Extensive experiments demonstrate state-of-the-art performance in geometry reconstruction, material separation, and photorealistic relighting under novel illuminations, outperforming existing inverse rendering approaches.
Problem

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

Inverse rendering of glossy objects suffers from inherent ambiguity and high computational cost
3D Gaussian Splatting exhibits limitations under specular reflections causing surface artifacts
Simplified rendering equations obscure material properties leading to implausible relighting results
Innovation

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

Two-stage framework using Gaussian surfels
Physics-based rendering with split-sum approximation
Differentiable Gaussian ray tracing for illumination
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