# MetaGS: A Meta-Learned Gaussian-Phong Model for Out-of-Distribution 3D Scene Relighting

arXiv: https://arxiv.org/abs/2405.20791 · HTML: https://mlsanity.com/paper/2405.20791/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- Builds on 23 of its 41 references that are in the map.
- First posted on arXiv 31 May 2024.

## Builds on (most cited first, 23 of 23)

- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [NeRF++: Analyzing and Improving Neural Radiance Fields](https://mlsanity.com/paper/2010.07492/) (2020)
- [Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction](https://mlsanity.com/paper/2309.13101/) (2023)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [NeRV: Neural Reflectance and Visibility Fields for Relighting and View Synthesis](https://mlsanity.com/paper/2012.03927/) (2020)
- [MonoSDF: Exploring Monocular Geometric Cues for Neural Implicit Surface Reconstruction](https://mlsanity.com/paper/2206.00665/) (2022)
- [PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting](https://mlsanity.com/paper/2104.00674/) (2021)
- [GaussianShader: 3D Gaussian Splatting with Shading Functions for Reflective Surfaces](https://mlsanity.com/paper/2311.17977/) (2023)
- [GS-IR: 3D Gaussian Splatting for Inverse Rendering](https://mlsanity.com/paper/2311.16473/) (2023)
- [IRON: Inverse Rendering by Optimizing Neural SDFs and Materials from Photometric Images](https://mlsanity.com/paper/2204.02232/) (2022)
- [ENVIDR: Implicit Differentiable Renderer with Neural Environment Lighting](https://mlsanity.com/paper/2303.13022/) (2023)
- [ReLight My NeRF: A Dataset for Novel View Synthesis and Relighting of Real World Objects](https://mlsanity.com/paper/2304.10448/) (2023)
- [Relighting Neural Radiance Fields with Shadow and Highlight Hints](https://mlsanity.com/paper/2308.13404/) (2023)
- [DeferredGS: Decoupled and Editable Gaussian Splatting with Deferred Shading](https://mlsanity.com/paper/2404.09412/) (2024)
- [WildLight: In-the-wild Inverse Rendering with a Flashlight](https://mlsanity.com/paper/2303.14190/) (2023)
- [NEMTO: Neural Environment Matting for Novel View and Relighting Synthesis of Transparent Objects](https://mlsanity.com/paper/2303.11963/) (2023)
- [Learning Visibility Field for Detailed 3D Human Reconstruction and Relighting](https://mlsanity.com/paper/2304.11900/) (2023)
- [Fast Sun-aligned Outdoor Scene Relighting based on TensoRF](https://mlsanity.com/paper/2311.03965/) (2023)

## Built on by (most cited first, 4 of 4)

- [BiGS: Bidirectional Gaussian Primitives for Relightable 3D Gaussian Splatting](https://mlsanity.com/paper/2408.13370/) (2024)
- [SwiftGS: Episodic Priors for Immediate Satellite Surface Recovery](https://mlsanity.com/paper/2603.18634/) (2026)
- [TRON: Tracing Rays to Orchestrate a Neural Renderer for 3D Gaussian Reconstructions](https://mlsanity.com/paper/2606.11314/) (2026)
- [PhyMRI-SR: Toward Physics-Aware MRI Image Super-Resolution](https://mlsanity.com/paper/2607.06238/) (2026)

## Abstract (arXiv)

Out-of-distribution (OOD) 3D relighting requires novel view synthesis under unseen lighting conditions that differ significantly from the observed images. Existing relighting methods, which assume consistent light source distributions between training and testing, often degrade in OOD scenarios. We introduce MetaGS to tackle this challenge from two perspectives. First, we propose a meta-learning approach to train 3D Gaussian splatting, which explicitly promotes learning generalizable Gaussian geometries and appearance attributes across diverse lighting conditions, even with biased training data. Second, we embed fundamental physical priors from the Blinn-Phong reflection model into Gaussian splatting, which enhances the decoupling of shading components and leads to more accurate 3D scene reconstruction. Results on both synthetic and real-world datasets demonstrate the effectiveness of MetaGS in challenging OOD relighting tasks, supporting efficient point-light relighting and generalizing well to unseen environment lighting maps.
