3DSS is the first differentiable surface splatting renderer that recovers shape, spatially-varying BRDF materials, and HDR illumination from multi-view images via a coverage-based compositing model derived from reconstruction kernels.
arXiv preprint arXiv:2412.19282 , year=
4 Pith papers cite this work. Polarity classification is still indexing.
years
2026 4verdicts
UNVERDICTED 4representative citing papers
A relightable Gaussian Splatting method for virtual production decomposes scenes into fixed appearance and variable lighting by parameterizing primitives to directly sample high-resolution background textures, enabling controllable relighting without physically-based rendering or far-field maps.
GRay is a ray tracer for 3D Gaussians that exploits dense small primitives for logarithmic scaling, rendering nearly 4x faster and optimizing nearly 10x faster than prior ray tracing while remaining competitive with splatting at somewhat lower quality.
Proof-of-concept for editable physically-based reflections in raytraced 3D Gaussian radiance fields via diffuse/specular buffer separation, path tracing, and specialized training.
citing papers explorer
-
3DSS: 3D Surface Splatting for Inverse Rendering
3DSS is the first differentiable surface splatting renderer that recovers shape, spatially-varying BRDF materials, and HDR illumination from multi-view images via a coverage-based compositing model derived from reconstruction kernels.
-
Relightable Gaussian Splatting for Virtual Production Using Image-Based Illumination
A relightable Gaussian Splatting method for virtual production decomposes scenes into fixed appearance and variable lighting by parameterizing primitives to directly sample high-resolution background textures, enabling controllable relighting without physically-based rendering or far-field maps.
-
GRay: Ray Tracing 3D Gaussians Near the Speed of Splats
GRay is a ray tracer for 3D Gaussians that exploits dense small primitives for logarithmic scaling, rendering nearly 4x faster and optimizing nearly 10x faster than prior ray tracing while remaining competitive with splatting at somewhat lower quality.
-
Editable Physically-based Reflections in Raytraced Gaussian Radiance Fields
Proof-of-concept for editable physically-based reflections in raytraced 3D Gaussian radiance fields via diffuse/specular buffer separation, path tracing, and specialized training.