# Subsurface Scattering for 3D Gaussian Splatting

arXiv: https://arxiv.org/abs/2408.12282 · HTML: https://mlsanity.com/paper/2408.12282/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 23 of its 50 references that are in the map.
- First posted on arXiv 22 Aug 2024.

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

- [Segment Anything](https://mlsanity.com/paper/2304.02643/) (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)
- [Grounding DINO: Marrying DINO with Grounded Pre-Training for Open-Set Object Detection](https://mlsanity.com/paper/2303.05499/) (2023)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [IBRNet: Learning Multi-View Image-Based Rendering](https://mlsanity.com/paper/2102.13090/) (2021)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [NeRD: Neural Reflectance Decomposition from Image Collections](https://mlsanity.com/paper/2012.03918/) (2020)
- [NeRV: Neural Representations for Videos](https://mlsanity.com/paper/2110.13903/) (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)
- [Neural-PIL: Neural Pre-Integrated Lighting for Reflectance Decomposition](https://mlsanity.com/paper/2110.14373/) (2021)
- [Shape, Light, and Material Decomposition from Images using Monte Carlo Rendering and Denoising](https://mlsanity.com/paper/2206.03380/) (2022)
- [Relightable Gaussian Codec Avatars](https://mlsanity.com/paper/2312.03704/) (2023)
- [NeILF: Neural Incident Light Field for Physically-based Material Estimation](https://mlsanity.com/paper/2203.07182/) (2022)
- [Spec-Gaussian: Anisotropic View-Dependent Appearance for 3D Gaussian Splatting](https://mlsanity.com/paper/2402.15870/) (2024)
- [3D Gaussian Splatting with Deferred Reflection](https://mlsanity.com/paper/2404.18454/) (2024)
- [ViTMatte: Boosting Image Matting with Pretrained Plain Vision Transformers](https://mlsanity.com/paper/2305.15272/) (2023)
- [Neural Radiance Transfer Fields for Relightable Novel-view Synthesis with Global Illumination](https://mlsanity.com/paper/2207.13607/) (2022)
- [Matte Anything: Interactive Natural Image Matting with Segment Anything Models](https://mlsanity.com/paper/2306.04121/) (2023)
- [Learning Object-Centric Neural Scattering Functions for Free-Viewpoint Relighting and Scene Composition](https://mlsanity.com/paper/2303.06138/) (2023)
- [Neural Relightable Participating Media Rendering](https://mlsanity.com/paper/2110.12993/) (2021)
- [Fast Image-based Neural Relighting with Translucency-Reflection Modeling](https://mlsanity.com/paper/2306.09322/) (2023)

## Built on by (most cited first, 1 of 1)

- [Instant Colorization of Gaussian Splats](https://mlsanity.com/paper/2604.17155/) (2026)

## Abstract (arXiv)

3D reconstruction and relighting of objects made from scattering materials present a significant challenge due to the complex light transport beneath the surface. 3D Gaussian Splatting introduced high-quality novel view synthesis at real-time speeds. While 3D Gaussians efficiently approximate an object's surface, they fail to capture the volumetric properties of subsurface scattering. We propose a framework for optimizing an object's shape together with the radiance transfer field given multi-view OLAT (one light at a time) data. Our method decomposes the scene into an explicit surface represented as 3D Gaussians, with a spatially varying BRDF, and an implicit volumetric representation of the scattering component. A learned incident light field accounts for shadowing. We optimize all parameters jointly via ray-traced differentiable rendering. Our approach enables material editing, relighting and novel view synthesis at interactive rates. We show successful application on synthetic data and introduce a newly acquired multi-view multi-light dataset of objects in a light-stage setup. Compared to previous work we achieve comparable or better results at a fraction of optimization and rendering time while enabling detailed control over material attributes. Project page https://sss.jdihlmann.com/
