A method to decompose 3D Gaussian splats into independent albedo and shading components for consistent texture editing in radiance fields.
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Relightable 3d gaussian: Real-time point cloud relighting with brdf decomposition and ray trac- ing
10 Pith papers cite this work. Polarity classification is still indexing.
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Splats in Splats++ embeds messages into 3DGS via importance-graded SH encryption, hash-grid opacity mapping, and a gradient-gated consistency loss, achieving higher fidelity and robustness than prior methods.
TranSplat performs instant object relighting in Gaussian Splatting by analytically modulating SH appearance coefficients via per-normal irradiance ratios from source and target environment maps, with dual-path specularity handling and SH self-shadowing.
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.
Flow Splatting extends 4D Gaussian volumes with time-varying means and covariances, approximates a velocity field, and splats it to render optical flow for supervising dynamic reconstruction from monocular video.
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.
SAGE self-learns Gaussian expression deformations via joint surfel-SDF optimization and self-supervised consistency, enabling comparable avatar quality from single frames, monocular rotations, or one-shot inputs.
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.
A survey compiling principles, applications, benchmarks, and challenges of 3D Gaussian Splatting for explicit 3D scene representation.
citing papers explorer
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Intrinsic decomposition and editing of 3D Gaussian splats
A method to decompose 3D Gaussian splats into independent albedo and shading components for consistent texture editing in radiance fields.
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TranSplat: Instant Object Relighting in Gaussian Splatting via Spherical Harmonic Radiance Transfer
TranSplat performs instant object relighting in Gaussian Splatting by analytically modulating SH appearance coefficients via per-normal irradiance ratios from source and target environment maps, with dual-path specularity handling and SH self-shadowing.
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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.
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Learning Efficient 4D Gaussian Representations from Monocular Videos with Flow Splatting
Flow Splatting extends 4D Gaussian volumes with time-varying means and covariances, approximates a velocity field, and splats it to render optical flow for supervising dynamic reconstruction from monocular video.
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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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Self-Learning Expression Deformations for Data-Efficient Gaussian Avatars
SAGE self-learns Gaussian expression deformations via joint surfel-SDF optimization and self-supervised consistency, enabling comparable avatar quality from single frames, monocular rotations, or one-shot inputs.
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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.
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A Survey on 3D Gaussian Splatting
A survey compiling principles, applications, benchmarks, and challenges of 3D Gaussian Splatting for explicit 3D scene representation.