# Progressive Radiance Distillation for Inverse Rendering with Gaussian Splatting

arXiv: https://arxiv.org/abs/2408.07595 · HTML: https://mlsanity.com/paper/2408.07595/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- Builds on 28 of its 49 references that are in the map.
- First posted on arXiv 14 Aug 2024.

## Builds on (most cited first, 28 of 28)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [Differentiable Volumetric Rendering: Learning Implicit 3D Representations without 3D Supervision](https://mlsanity.com/paper/1912.07372/) (2019)
- [UNISURF: Unifying Neural Implicit Surfaces and Radiance Fields for Multi-View Reconstruction](https://mlsanity.com/paper/2104.10078/) (2021)
- [Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields](https://mlsanity.com/paper/2112.03907/) (2021)
- [NeRV: Neural Reflectance and Visibility Fields for Relighting and View Synthesis](https://mlsanity.com/paper/2012.03927/) (2020)
- [NeRD: Neural Reflectance Decomposition from Image Collections](https://mlsanity.com/paper/2012.03918/) (2020)
- [Extracting Triangular 3D Models, Materials, and Lighting From Images](https://mlsanity.com/paper/2111.12503/) (2021)
- [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)
- [Modeling Indirect Illumination for Inverse Rendering](https://mlsanity.com/paper/2204.06837/) (2022)
- [TensoIR: Tensorial Inverse Rendering](https://mlsanity.com/paper/2304.12461/) (2023)
- [Shape, Light, and Material Decomposition from Images using Monte Carlo Rendering and Denoising](https://mlsanity.com/paper/2206.03380/) (2022)
- [NeRO: Neural Geometry and BRDF Reconstruction of Reflective Objects from Multiview Images](https://mlsanity.com/paper/2305.17398/) (2023)
- [Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracing](https://mlsanity.com/paper/2311.16043/) (2023)
- [Differentiable Rendering: A Survey](https://mlsanity.com/paper/2006.12057/) (2020)
- [GIR: 3D Gaussian Inverse Rendering for Relightable Scene Factorization](https://mlsanity.com/paper/2312.05133/) (2023)
- [Unified Shape and SVBRDF Recovery using Differentiable Monte Carlo Rendering](https://mlsanity.com/paper/2103.15208/) (2021)
- [ENVIDR: Implicit Differentiable Renderer with Neural Environment Lighting](https://mlsanity.com/paper/2303.13022/) (2023)
- [3D Gaussian Splatting with Deferred Reflection](https://mlsanity.com/paper/2404.18454/) (2024)
- [Inverse Path Tracing for Joint Material and Lighting Estimation](https://mlsanity.com/paper/1903.07145/) (2019)
- [Stanford-ORB: A Real-World 3D Object Inverse Rendering Benchmark](https://mlsanity.com/paper/2310.16044/) (2023)
- [Neural-PBIR Reconstruction of Shape, Material, and Illumination](https://mlsanity.com/paper/2304.13445/) (2023)
- [DeferredGS: Decoupled and Editable Gaussian Splatting with Deferred Shading](https://mlsanity.com/paper/2404.09412/) (2024)
- [Neural Microfacet Fields for Inverse Rendering](https://mlsanity.com/paper/2303.17806/) (2023)
- [A Variational Approach to Shape-from-shading Under Natural Illumination](https://mlsanity.com/paper/1709.10354/) (2017)

## Built on by (most cited first, 5 of 5)

- [RTR-GS: 3D Gaussian Splatting for Inverse Rendering with Radiance Transfer and Reflection](https://mlsanity.com/paper/2507.07733/) (2025)
- [MVInverse: Feed-forward Multi-view Inverse Rendering in Seconds](https://mlsanity.com/paper/2512.21003/) (2025)
- [RT-Splatting: Joint Reflection-Transmission Modeling with Gaussian Splatting](https://mlsanity.com/paper/2605.18263/) (2026)
- [TRON: Tracing Rays to Orchestrate a Neural Renderer for 3D Gaussian Reconstructions](https://mlsanity.com/paper/2606.11314/) (2026)
- [BRDFusion: Physics Meets Generation for Urban Scene Inverse Rendering](https://mlsanity.com/paper/2606.17049/) (2026)

## Abstract (arXiv)

We propose progressive radiance distillation, an inverse rendering method that combines physically-based rendering with Gaussian-based radiance field rendering using a distillation progress map. Taking multi-view images as input, our method starts from a pre-trained radiance field guidance, and distills physically-based light and material parameters from the radiance field using an image-fitting process. The distillation progress map is initialized to a small value, which favors radiance field rendering. During early iterations when fitted light and material parameters are far from convergence, the radiance field fallback ensures the sanity of image loss gradients and avoids local minima that attracts under-fit states. As fitted parameters converge, the physical model gradually takes over and the distillation progress increases correspondingly. In presence of light paths unmodeled by the physical model, the distillation progress never finishes on affected pixels and the learned radiance field stays in the final rendering. With this designed tolerance for physical model limitations, we prevent unmodeled color components from leaking into light and material parameters, alleviating relighting artifacts. Meanwhile, the remaining radiance field compensates for the limitations of the physical model, guaranteeing high-quality novel views synthesis. Experimental results demonstrate that our method significantly outperforms state-of-the-art techniques quality-wise in both novel view synthesis and relighting. The idea of progressive radiance distillation is not limited to Gaussian splatting. We show that it also has positive effects for prominently specular scenes when adapted to a mesh-based inverse rendering method.
