Diffusion-based per-view harmonization for lighting-consistent object transfer between 3DGS scenes, using heterogeneous training data and final 3D consolidation.
Gs-id: Illumination decomposition on gaussian splatting via diffusion prior and parametric light source optimization, 2024
4 Pith papers cite this work, alongside 1 external citations. Polarity classification is still indexing.
years
2026 4verdicts
UNVERDICTED 4representative citing papers
PTIR-GS develops a splatting-free path-traced inverse rendering method for 3D Gaussian fields to achieve consistent optimization with global illumination and multi-bounce light transport.
Hybrid system that uses ray-traced 3D Gaussians to supply radiometric guidance and material regularization to a neural renderer for editable, realistic output from captured scenes.
A palette-based framework decomposes 2D Gaussian Splatting scenes into shared BRDF prototypes via a spatial material field for coherent editing and relighting under physical rendering.
citing papers explorer
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Lighting-Consistent Object Transfer Across Radiance Fields
Diffusion-based per-view harmonization for lighting-consistent object transfer between 3DGS scenes, using heterogeneous training data and final 3D consolidation.
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PTIR-GS: Path-Traced Inverse Rendering with Global Illumination in 3D Gaussian Fields
PTIR-GS develops a splatting-free path-traced inverse rendering method for 3D Gaussian fields to achieve consistent optimization with global illumination and multi-bounce light transport.
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TRON: Tracing Rays to Orchestrate a Neural Renderer for 3D Gaussian Reconstructions
Hybrid system that uses ray-traced 3D Gaussians to supply radiometric guidance and material regularization to a neural renderer for editable, realistic output from captured scenes.
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MaterialClusterGS: Palette-Based Material Decomposition and Physically-Based Relighting with 2D Gaussian Splatting
A palette-based framework decomposes 2D Gaussian Splatting scenes into shared BRDF prototypes via a spatial material field for coherent editing and relighting under physical rendering.