Recognition: unknown
GOR-IS: 3D Gaussian Object Removal in the Intrinsic Space
Pith reviewed 2026-05-09 19:41 UTC · model grok-4.3
The pith
Decomposing 3D scenes into intrinsic material and lighting components produces physically consistent object removal in Gaussian splatting.
A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.
Core claim
The central claim is that explicit decomposition of a 3D Gaussian scene into intrinsic components, combined with light-transport modeling, enables an intrinsic-space inpainting module to produce complete, view-consistent filling of removed object regions while preserving global lighting effects and handling non-Lambertian surfaces that vary with viewpoint.
What carries the argument
Intrinsic-component decomposition together with explicit light-transport modeling and an inpainting module that operates in the material and lighting domains inside 3D Gaussian Splatting.
If this is right
- Object removal maintains global lighting effects and geometry consistency across all viewpoints.
- View-dependent non-Lambertian surfaces receive reliable inpainting that does not break appearance coherence.
- Perceptual similarity improves by 13 percent (LPIPS) and peak signal-to-noise ratio rises by 2 dB over existing techniques.
- Inpainting of occluded regions becomes seamless in both synthetic and real-world multi-view datasets.
Where Pith is reading between the lines
- The same intrinsic decomposition and transport modeling could be applied to other 3D editing operations such as object insertion or scene relighting.
- Extending the approach to time-varying or dynamic scenes would test whether lighting consistency holds when geometry itself changes.
- Integration with more detailed material estimation could reduce remaining artifacts on highly specular surfaces.
Load-bearing premise
That decomposing the scene into intrinsic components and modeling light transport will always yield complete, view-consistent inpainting without introducing new artifacts on real non-Lambertian surfaces.
What would settle it
Multi-view captures of a real scene containing removed non-Lambertian objects where novel-view renderings of the inpainted regions display mismatched shadows, reflections, or color shifts compared with the original captured appearance.
Figures
read the original abstract
Recent advances in Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have made it standard practice to reconstruct 3D scenes from multi-view images. Removing objects from such 3D representations is a fundamental editing task that requires complete and seamless inpainting of occluded regions, ensuring consistency in geometry and appearance. Although existing methods have made notable progress in improving inpainting consistency, they often neglect global lighting effects, leading to physically implausible results. Moreover, these methods struggle with view-dependent non-Lambertian surfaces, where appearance varies across viewpoints, leading to unreliable inpainting. In this paper, we present 3D Gaussian Object Removal in the Intrinsic Space (GOR-IS), a novel framework for physically consistent and visually coherent 3D object removal. Our approach decomposes the scene into intrinsic components and explicitly models light transport to maintain global lighting effects consistency. Furthermore, we introduce an intrinsic-space inpainting module that operates directly in the material and lighting domains, effectively addressing the challenges posed by non-Lambertian surfaces. Extensive experiments on both synthetic and real-world datasets demonstrate that our framework substantially improves the physical consistency and visual coherence of object removal, outperforming existing methods by 13% in perceptual similarity (LPIPS) and 2dB in peak signal-to-noise ratio (PSNR). Code is publicly available at https://applezyh.github.io/GOR-IS-project-page/
Editorial analysis
A structured set of objections, weighed in public.
Referee Report
Summary. The paper introduces GOR-IS, a framework for object removal in 3D Gaussian Splatting by decomposing scenes into intrinsic components (albedo, normals, roughness) and explicitly modeling light transport. It proposes an intrinsic-space inpainting module to address non-Lambertian surfaces and claims improved physical consistency and visual coherence, with quantitative gains of 13% in LPIPS and 2dB in PSNR over prior methods on synthetic and real datasets. Code is made publicly available.
Significance. If the decomposition proves robust, the approach could advance 3D scene editing by enforcing lighting consistency and handling view-dependent effects better than direct RGB inpainting methods. Public code supports reproducibility, which is a strength for an experimental CV paper.
major comments (3)
- [Abstract and §4] Abstract and §4 (Experiments): The claimed 13% LPIPS and 2dB PSNR improvements are reported without error bars, standard deviations across runs, or ablation studies isolating the intrinsic decomposition and light-transport components. This makes it impossible to verify whether gains follow from the method or from tuning, directly undermining the central experimental claim.
- [§3.2] §3.2 (Intrinsic Decomposition): The method's success hinges on accurate decomposition into intrinsic components on real non-Lambertian surfaces, yet no quantitative metrics (e.g., albedo reconstruction error or normal angular error) are provided on the real-world test scenes to confirm that residual view-dependent effects are small enough to avoid artifacts upon re-rendering.
- [§3.3] §3.3 (Inpainting Module): It is unclear how errors in the intrinsic decomposition propagate through the light-transport model to the final 3DGS rendering; a concrete analysis or failure-case visualization showing view-consistency on specular surfaces would be needed to support the claim that the approach avoids new artifacts.
minor comments (2)
- [Abstract] The abstract mentions 'global lighting effects consistency' but does not define the exact intrinsic basis (e.g., whether it includes specular roughness or environment maps); clarify this in §3.1.
- [§4] Ensure all tables in §4 include the exact number of scenes and views used for each metric to allow direct comparison with baselines.
Simulated Author's Rebuttal
We thank the referee for the constructive and detailed feedback on our manuscript. We address each major comment below with clarifications and commitments to revisions that strengthen the experimental and methodological sections without overstating current results.
read point-by-point responses
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Referee: [Abstract and §4] Abstract and §4 (Experiments): The claimed 13% LPIPS and 2dB PSNR improvements are reported without error bars, standard deviations across runs, or ablation studies isolating the intrinsic decomposition and light-transport components. This makes it impossible to verify whether gains follow from the method or from tuning, directly undermining the central experimental claim.
Authors: We agree that the reported improvements would be more convincing with statistical measures and targeted ablations. In the revised manuscript we will rerun the quantitative comparisons across multiple random seeds to report means and standard deviations for LPIPS and PSNR. We will also add ablation studies that isolate the intrinsic decomposition module and the explicit light-transport modeling, showing their individual contributions to the observed gains. revision: yes
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Referee: [§3.2] §3.2 (Intrinsic Decomposition): The method's success hinges on accurate decomposition into intrinsic components on real non-Lambertian surfaces, yet no quantitative metrics (e.g., albedo reconstruction error or normal angular error) are provided on the real-world test scenes to confirm that residual view-dependent effects are small enough to avoid artifacts upon re-rendering.
Authors: Ground-truth intrinsic maps are unavailable for the real-world test scenes, precluding direct quantitative metrics such as albedo error or normal angular error. Our primary evaluation therefore measures end-to-end object removal quality, which serves as an indirect validation of decomposition quality through visual and geometric consistency. We will expand §3.2 with additional qualitative comparisons and an explicit discussion of residual view-dependent effects and their impact on re-rendering. revision: partial
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Referee: [§3.3] §3.3 (Inpainting Module): It is unclear how errors in the intrinsic decomposition propagate through the light-transport model to the final 3DGS rendering; a concrete analysis or failure-case visualization showing view-consistency on specular surfaces would be needed to support the claim that the approach avoids new artifacts.
Authors: We will add a concise error-propagation analysis to §3.3 that traces how small inaccuracies in the intrinsic components are handled by the light-transport model and the intrinsic-space inpainting. We will also include new failure-case visualizations focused on highly specular surfaces, demonstrating both the achieved view-consistency and any remaining artifacts. revision: yes
- Quantitative metrics for intrinsic decomposition accuracy on real non-Lambertian surfaces, as no ground-truth data exists for these scenes.
Circularity Check
No significant circularity; claims rest on empirical comparison
full rationale
The paper's core contribution is a framework that decomposes scenes into intrinsic components (albedo, normals, etc.) and models light transport for inpainting in 3DGS representations. All performance claims (13% LPIPS, 2dB PSNR gains) are presented as outcomes of experiments on synthetic and real datasets, not as algebraic identities or fitted parameters. No equations appear in the provided abstract or description that would allow a self-definitional reduction, fitted-input prediction, or ansatz smuggled via self-citation. The derivation chain is self-contained against external benchmarks and does not reduce to its inputs by construction.
Axiom & Free-Parameter Ledger
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Physg: Inverse rendering with spherical gaussians for physics-based material editing and relighting
Kai Zhang, Fujun Luan, Qianqian Wang, Kavita Bala, and Noah Snavely. Physg: Inverse rendering with spherical gaussians for physics-based material editing and relighting. InProceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition, pages 5453–5462, 2021. 3
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The unreasonable effectiveness of deep features as a perceptual metric
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MaterialRefGS: Reflective gaussian splatting with multi-view consistent material in- ference
Wenyuan Zhang, Jimin Tang, Weiqi Zhang, Yi Fang, Yu- Shen Liu, and Zhizhong Han. MaterialRefGS: Reflective gaussian splatting with multi-view consistent material in- ference. InAdvances in Neural Information Processing Systems, 2025. 3, 4, 6
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Ner- factor: Neural factorization of shape and reflectance under an unknown illumination.ACM Transactions on Graphics (ToG), 40(6):1–18, 2021
Xiuming Zhang, Pratul P Srinivasan, Boyang Deng, Paul Debevec, William T Freeman, and Jonathan T Barron. Ner- factor: Neural factorization of shape and reflectance under an unknown illumination.ACM Transactions on Graphics (ToG), 40(6):1–18, 2021. 6
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Modeling indirect illumination for inverse rendering
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Zuoliang Zhu, Beibei Wang, and Jian Yang. Gs-ror2: Bidirectional-guided 3dgs and sdf for reflective object re- lighting and reconstruction.ACM Transactions on Graphics, 45(1):1–19, 2025. 3 In this supplementary material, we provide additional implementation details (Sec. S1), describe the dataset con- struction and post-processing procedures (Sec. S2), di...
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Rough regions exhibit negligible glossy reflections and weak global lighting effects, making explicit glossy reflection modeling unnecessary
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Dense ray sampling would be required, leading to sub- stantial computational cost
The BRDF lobes in rough regions are broad, making the glossy reflection difficult to approximate using a single traced ray (even with our screen-space filtering strategy). Dense ray sampling would be required, leading to sub- stantial computational cost
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Ray tracing is performed only for glossy regions, while rough regions incur no tracing cost, reducing the total number of rays
As noted in prior work [44], skipping glossy reflection modeling in rough regions reduces computation. Ray tracing is performed only for glossy regions, while rough regions incur no tracing cost, reducing the total number of rays. Considering the above factors, explicitly modeling glossy reflection in rough regions incurs substantial com- putational overh...
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5 of the main text on the non-inpainting regions of the current training view cam i to ensure that these regions remain unchanged
We first compute the loss defined in Eq. 5 of the main text on the non-inpainting regions of the current training view cam i to ensure that these regions remain unchanged
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6 of the main text
We then randomly select one of the reference views, denoted as cam r, and use it to compute the inpainting lossL inpaint defined in Eq. 6 of the main text
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As described in the main text, the appearance lossL A is applied only to non-Lambertian (glossy) regions, whereas the material lossL M is applied only to Lambertian (rough) regions
If the current training view cam i is not one of the reference views, we project the reference point cloud into this view and computeL inpaint accordingly. As described in the main text, the appearance lossL A is applied only to non-Lambertian (glossy) regions, whereas the material lossL M is applied only to Lambertian (rough) regions. To correctly distin...
2000
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To address the unique challenge of inpainting non-Lambertian surfaces, we further introduce a dedicated intrinsic-space inpaint- ing module
We extend non-Lambertian scene modeling to the 3D object removal task, ensuring consistency of global lighting effects after object removal. To address the unique challenge of inpainting non-Lambertian surfaces, we further introduce a dedicated intrinsic-space inpaint- ing module
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We further capture general glossy reflection effects through a screen-space filter, whereas prior work [44, 63] was primarily restricted to modeling ideal specular reflections. S5. More ablation studies In this section, we further conduct ablation studies on the external priors we introduced, including the segmentation priorM gt and the normal priorN gt. ...
discussion (0)
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