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Reflective Gaussian Splatting
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Novel view synthesis has experienced significant advancements owing to increasingly capable NeRF- and 3DGS-based methods. However, reflective object reconstruction remains challenging, lacking a proper solution to achieve real-time, high-quality rendering while accommodating inter-reflection. To fill this gap, we introduce a Reflective Gaussian splatting (Ref-Gaussian) framework characterized with two components: (I) Physically based deferred rendering that empowers the rendering equation with pixel-level material properties via formulating split-sum approximation; (II) Gaussian-grounded inter-reflection that realizes the desired inter-reflection function within a Gaussian splatting paradigm for the first time. To enhance geometry modeling, we further introduce material-aware normal propagation and an initial per-Gaussian shading stage, along with 2D Gaussian primitives. Extensive experiments on standard datasets demonstrate that Ref-Gaussian surpasses existing approaches in terms of quantitative metrics, visual quality, and compute efficiency. Further, we show that our method serves as a unified solution for both reflective and non-reflective scenes, going beyond the previous alternatives focusing on only reflective scenes. Also, we illustrate that Ref-Gaussian supports more applications such as relighting and editing.
Forward citations
Cited by 4 Pith papers
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Beyond a Single Light: A Large-Scale Aerial Dataset for Urban Scene Reconstruction Under Varying Illumination
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AG$^2$aussian: Anchor-Graph Structured Gaussian Splatting for Instance-Level 3D Scene Understanding and Editing
An anchor-graph structured 3D Gaussians representation, with graph-based feature propagation and region growing, achieves cleaner instance-level object selection and better editing/simulation results than free-Gaussia...
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CTRL-GS: Cascaded Temporal Residue Learning for 4D Gaussian Splatting
CTRL-GS represents dynamic Gaussian scenes as cascaded video-segment-frame residuals, improving reconstruction quality over 4D-GS on several dynamic-view benchmarks.
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GOGS: High-Fidelity Geometry and Relighting for Glossy Objects via Gaussian Surfels
GOGS rebuilds geometry of shiny objects using split-sum shading and monocular depth/normal priors, then decomposes materials with Monte Carlo sampling of the full rendering equation and a learnable specular compensation term.
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