# RNG: Relightable Neural Gaussians

arXiv: https://arxiv.org/abs/2409.19702 · HTML: https://mlsanity.com/paper/2409.19702/

## Key facts

- Cited by 16 papers in the map (data through 14 Oct 2026).
- Builds on 30 of its 48 references that are in the map.
- First posted on arXiv 29 Sep 2024.

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

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [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)
- [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)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [NeRD: Neural Reflectance Decomposition from Image Collections](https://mlsanity.com/paper/2012.03918/) (2020)
- [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)
- [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)
- [TensoIR: Tensorial Inverse Rendering](https://mlsanity.com/paper/2304.12461/) (2023)
- [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)
- [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)
- [GIR: 3D Gaussian Inverse Rendering for Relightable Scene Factorization](https://mlsanity.com/paper/2312.05133/) (2023)
- [NeILF++: Inter-Reflectable Light Fields for Geometry and Material Estimation](https://mlsanity.com/paper/2303.17147/) (2023)
- [PermutoSDF: Fast Multi-View Reconstruction with Implicit Surfaces using Permutohedral Lattices](https://mlsanity.com/paper/2211.12562/) (2022)
- [Relighting Neural Radiance Fields with Shadow and Highlight Hints](https://mlsanity.com/paper/2308.13404/) (2023)
- [Neural-Singular-Hessian: Implicit Neural Representation of Unoriented Point Clouds by Enforcing Singular Hessian](https://mlsanity.com/paper/2309.01793/) (2023)
- [NeMF: Inverse Volume Rendering with Neural Microflake Field](https://mlsanity.com/paper/2304.00782/) (2023)
- [TensoSDF: Roughness-aware Tensorial Representation for Robust Geometry and Material Reconstruction](https://mlsanity.com/paper/2402.02771/) (2024)
- [SIRe-IR: Inverse Rendering for BRDF Reconstruction with Shadow and Illumination Removal in High-Illuminance Scenes](https://mlsanity.com/paper/2310.13030/) (2023)
- [RNA: Relightable Neural Assets](https://mlsanity.com/paper/2312.09398/) (2023)

## Built on by (most cited first, 16 of 16)

- [LuxRemix: Lighting Decomposition and Remixing for Indoor Scenes](https://mlsanity.com/paper/2601.15283/) (2026)
- [Digital Twin Generation from Visual Data: A Survey](https://mlsanity.com/paper/2504.13159/) (2025)
- [HumanOLAT: A Large-Scale Dataset for Full-Body Human Relighting and Novel-View Synthesis](https://mlsanity.com/paper/2508.09137/) (2025)
- [ROGR: Relightable 3D Objects using Generative Relighting](https://mlsanity.com/paper/2510.03163/) (2025)
- [OLATverse: A Large-scale Real-world Object Dataset with Precise Lighting Control](https://mlsanity.com/paper/2511.02483/) (2025)
- [SSD-GS: Scattering and Shadow Decomposition for Relightable 3D Gaussian Splatting](https://mlsanity.com/paper/2604.13333/) (2026)
- [ROSGS: Relightable Outdoor Scenes With Gaussian Splatting](https://mlsanity.com/paper/2509.11275/) (2025)
- [Training-Free Multi-View Extension of IC-Light for Textual Position-Aware Scene Relighting](https://mlsanity.com/paper/2511.13684/) (2025)
- [Stochastic Ray Tracing for the Reconstruction of 3D Gaussian Splatting](https://mlsanity.com/paper/2603.23637/) (2026)
- [TRON: Tracing Rays to Orchestrate a Neural Renderer for 3D Gaussian Reconstructions](https://mlsanity.com/paper/2606.11314/) (2026)
- [From Sparse and Imperfect 2D Anchors to Consistent 3D Gaussian Street Scenes: Support-Aware Appearance](https://mlsanity.com/paper/2606.26007/) (2026)
- [Extracting Neural Materials from Images](https://mlsanity.com/paper/2606.26715/) (2026)
- [RAGA: Real Time Ray Traced Gaussian Shadow Casting for 3DGS Avatar-Scene Interaction](https://mlsanity.com/paper/2606.29329/) (2026)
- [Objects as Audio-Visual Modal Sound Fields](https://mlsanity.com/paper/2608.05145/) (2026)
- [VolS-GS: Relightable Gaussian Splatting with Volumetric Subsurface Scattering](https://mlsanity.com/paper/2610.04007/) (2026)
- [VisibilitySplat: Ray-Traced Occlusion for Relighting with 3D Gaussian Splatting](https://mlsanity.com/paper/2610.19847/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) has shown impressive results for the novel view synthesis task, where lighting is assumed to be fixed. However, creating relightable 3D assets, especially for objects with ill-defined shapes (fur, fabric, etc.), remains a challenging task. The decomposition between light, geometry, and material is ambiguous, especially if either smooth surface assumptions or surfacebased analytical shading models do not apply. We propose Relightable Neural Gaussians (RNG), a novel 3DGS-based framework that enables the relighting of objects with both hard surfaces or soft boundaries, while avoiding assumptions on the shading model. We condition the radiance at each point on both view and light directions. We also introduce a shadow cue, as well as a depth refinement network to improve shadow accuracy. Finally, we propose a hybrid forward-deferred fitting strategy to balance geometry and appearance quality. Our method achieves significantly faster training (1.3 hours) and rendering (60 frames per second) compared to a prior method based on neural radiance fields and produces higher-quality shadows than a concurrent 3DGS-based method. Project page: https://www.whois-jiahui.fun/project_pages/RNG.
