# GS-ROR2: Bidirectional-guided 3DGS and SDF for Reflective Object Relighting and Reconstruction

arXiv: https://arxiv.org/abs/2406.18544 · HTML: https://mlsanity.com/paper/2406.18544/

## Key facts

- Cited by 11 papers in the map (data through 14 Oct 2026).
- Builds on 41 of its 58 references that are in the map.
- First posted on arXiv 22 May 2024.

## Builds on (most cited first, 30 of 41)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [DINOv2: Learning Robust Visual Features without Supervision](https://mlsanity.com/paper/2304.07193/) (2023)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [Implicit Geometric Regularization for Learning Shapes](https://mlsanity.com/paper/2002.10099/) (2020)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [NeRV: Neural Reflectance and Visibility Fields for Relighting and View Synthesis](https://mlsanity.com/paper/2012.03927/) (2020)
- [Neuralangelo: High-Fidelity Neural Surface Reconstruction](https://mlsanity.com/paper/2306.03092/) (2023)
- [Modular Primitives for High-Performance Differentiable Rendering](https://mlsanity.com/paper/2011.03277/) (2020)
- [PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting](https://mlsanity.com/paper/2104.00674/) (2021)
- [Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenes](https://mlsanity.com/paper/2404.10772/) (2024)
- [GS-IR: 3D Gaussian Splatting for Inverse Rendering](https://mlsanity.com/paper/2311.16473/) (2023)
- [Neural-PIL: Neural Pre-Integrated Lighting for Reflectance Decomposition](https://mlsanity.com/paper/2110.14373/) (2021)
- [Neural Reflectance Fields for Appearance Acquisition](https://mlsanity.com/paper/2008.03824/) (2020)
- [Modeling Indirect Illumination for Inverse Rendering](https://mlsanity.com/paper/2204.06837/) (2022)
- [NeRO: Neural Geometry and BRDF Reconstruction of Reflective Objects from Multiview Images](https://mlsanity.com/paper/2305.17398/) (2023)
- [High-quality Surface Reconstruction using Gaussian Surfels](https://mlsanity.com/paper/2404.17774/) (2024)
- [Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracing](https://mlsanity.com/paper/2311.16043/) (2023)
- [NeuSG: Neural Implicit Surface Reconstruction with 3D Gaussian Splatting Guidance](https://mlsanity.com/paper/2312.00846/) (2023)
- [IRON: Inverse Rendering by Optimizing Neural SDFs and Materials from Photometric Images](https://mlsanity.com/paper/2204.02232/) (2022)
- [StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering](https://mlsanity.com/paper/2402.00525/) (2024)
- [GIR: 3D Gaussian Inverse Rendering for Relightable Scene Factorization](https://mlsanity.com/paper/2312.05133/) (2023)
- [GSDF: 3DGS Meets SDF for Improved Rendering and Reconstruction](https://mlsanity.com/paper/2403.16964/) (2024)
- [NeILF++: Inter-Reflectable Light Fields for Geometry and Material Estimation](https://mlsanity.com/paper/2303.17147/) (2023)

## Built on by (most cited first, 11 of 11)

- [RT-Splatting: Joint Reflection-Transmission Modeling with Gaussian Splatting](https://mlsanity.com/paper/2605.18263/) (2026)
- [GOR-IS: 3D Gaussian Object Removal in the Intrinsic Space](https://mlsanity.com/paper/2605.00498/) (2026)
- [F-RNG: Feed-Forward Relightable Neural Gaussians](https://mlsanity.com/paper/2605.25975/) (2026)
- [Ref-DGS: Reflective Dual Gaussian Splatting](https://mlsanity.com/paper/2603.07664/) (2026)
- [PolGS++: Physically-Guided Polarimetric Gaussian Splatting for Fast Reflective Surface Reconstruction](https://mlsanity.com/paper/2603.10801/) (2026)
- [SRUG: Shadow-Guided Relightable Urban Scene with Generation Model](https://mlsanity.com/paper/2605.24700/) (2026)
- [TRON: Tracing Rays to Orchestrate a Neural Renderer for 3D Gaussian Reconstructions](https://mlsanity.com/paper/2606.11314/) (2026)
- [DR-GS: Physically-Based Deformable and Relightable 2D Gaussians](https://mlsanity.com/paper/2606.29379/) (2026)
- [Diffusion-Based Material Regularization for Physics-Based Inverse Rendering](https://mlsanity.com/paper/2606.31065/) (2026)
- [Gaussian Sculpting: End-to-End Controllable Surface Reconstruction via Field Optimization](https://mlsanity.com/paper/2608.10602/) (2026)
- [Casual Flash Lighting for Gaussian Splat Inverse Rendering](https://mlsanity.com/paper/2610.06035/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) has shown a powerful capability for novel view synthesis due to its detailed expressive ability and highly efficient rendering speed. Unfortunately, creating relightable 3D assets and reconstructing faithful geometry with 3DGS is still problematic, particularly for reflective objects, as its discontinuous representation raises difficulties in constraining geometries. Volumetric signed distance field (SDF) methods provide robust geometry reconstruction, while the expensive ray marching hinders its real-time application and slows the training. Besides, these methods struggle to capture sharp geometric details. To this end, we propose to guide 3DGS and SDF bidirectionally in a complementary manner, including an SDF-aided Gaussian splatting for efficient optimization of the relighting model and a GS-guided SDF enhancement for high-quality geometry reconstruction. At the core of our SDF-aided Gaussian splatting is the mutual supervision of the depth and normal between blended Gaussians and SDF, which avoids the expensive volume rendering of SDF. Thanks to this mutual supervision, the learned blended Gaussians are well-constrained with a minimal time cost. As the Gaussians are rendered in a deferred shading mode, the alpha-blended Gaussians are smooth, while individual Gaussians may still be outliers, yielding floater artifacts. Therefore, we introduce an SDF-aware pruning strategy to remove Gaussian outliers located distant from the surface defined by SDF, avoiding floater issue. This way, our GS framework provides reasonable normal and achieves realistic relighting, while the mesh from depth is still problematic. Therefore, we design a GS-guided SDF refinement, which utilizes the blended normal from Gaussians to finetune SDF. With this enhancement, our method can further provide high-quality meshes for reflective objects at the cost of 17% extra training time.
