# GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering

arXiv: https://arxiv.org/abs/2410.02619 · HTML: https://mlsanity.com/paper/2410.02619/

## Key facts

- Cited by 42 papers in the map (data through 14 Oct 2026).
- Builds on 29 of its 42 references that are in the map.
- First posted on arXiv 3 Oct 2024.

## Builds on (most cited first, 29 of 29)

- [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 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [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)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [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)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [NeRF++: Analyzing and Improving Neural Radiance Fields](https://mlsanity.com/paper/2010.07492/) (2020)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [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)
- [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)
- [Omnidata: A Scalable Pipeline for Making Multi-Task Mid-Level Vision Datasets from 3D Scans](https://mlsanity.com/paper/2110.04994/) (2021)
- [PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting](https://mlsanity.com/paper/2104.00674/) (2021)
- [PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstruction](https://mlsanity.com/paper/2406.06521/) (2024)
- [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 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)
- [TensoIR: Tensorial Inverse Rendering](https://mlsanity.com/paper/2304.12461/) (2023)
- [High-quality Surface Reconstruction using Gaussian Surfels](https://mlsanity.com/paper/2404.17774/) (2024)
- [NeILF: Neural Incident Light Field for Physically-based Material Estimation](https://mlsanity.com/paper/2203.07182/) (2022)
- [GIR: 3D Gaussian Inverse Rendering for Relightable Scene Factorization](https://mlsanity.com/paper/2312.05133/) (2023)
- [Stanford-ORB: A Real-World 3D Object Inverse Rendering Benchmark](https://mlsanity.com/paper/2310.16044/) (2023)
- [DeferredGS: Decoupled and Editable Gaussian Splatting with Deferred Shading](https://mlsanity.com/paper/2404.09412/) (2024)

## Built on by (most cited first, 30 of 42)

- [Learning-based 3D Reconstruction in Autonomous Driving: A Comprehensive Survey](https://mlsanity.com/paper/2503.14537/) (2025)
- [3D Gaussian Inverse Rendering with Approximated Global Illumination](https://mlsanity.com/paper/2504.01358/) (2025)
- [LuxRemix: Lighting Decomposition and Remixing for Indoor Scenes](https://mlsanity.com/paper/2601.15283/) (2026)
- [MV-CoLight: Efficient Object Compositing with Consistent Lighting and Shadow Generation](https://mlsanity.com/paper/2505.21483/) (2025)
- [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)
- [MVInverse: Feed-forward Multi-view Inverse Rendering in Seconds](https://mlsanity.com/paper/2512.21003/) (2025)
- [PR-ENDO: Physically Based Relightable Gaussian Splatting for Endoscopy](https://mlsanity.com/paper/2411.12510/) (2024)
- [Split4D: Decomposed 4D Scene Reconstruction Without Video Segmentation](https://mlsanity.com/paper/2512.22745/) (2025)
- [Bridging Visual and Wireless Sensing via a Unified Radiation Field for 3D Radio Map Construction](https://mlsanity.com/paper/2601.19216/) (2026)
- [RGS-DR: Deferred Reflections and Residual Shading in 2D Gaussian Splatting](https://mlsanity.com/paper/2504.18468/) (2025)
- [From Pixels to Primitives: Scene Change Detection in 3D Gaussian Splatting](https://mlsanity.com/paper/2605.07203/) (2026)
- [Real-time Global Illumination for Dynamic 3D Gaussian Scenes](https://mlsanity.com/paper/2503.17897/) (2025)
- [Training-Free Multi-View Extension of IC-Light for Textual Position-Aware Scene Relighting](https://mlsanity.com/paper/2511.13684/) (2025)
- [MatSpray: Fusing 2D Material World Knowledge on 3D Geometry](https://mlsanity.com/paper/2512.18314/) (2025)
- [Radiometrically Consistent Gaussian Surfels for Inverse Rendering](https://mlsanity.com/paper/2603.01491/) (2026)
- [RT-Splatting: Joint Reflection-Transmission Modeling with Gaussian Splatting](https://mlsanity.com/paper/2605.18263/) (2026)
- [UAVLight: A Benchmark for Illumination-Robust 3D Reconstruction in Unmanned Aerial Vehicle (UAV) Scenes](https://mlsanity.com/paper/2511.21565/) (2025)
- [GAINS: Gaussian-based Inverse Rendering from Sparse Multi-View Captures](https://mlsanity.com/paper/2512.09925/) (2025)
- [R3GW: Relightable 3D Gaussians for Outdoor Scenes in the Wild](https://mlsanity.com/paper/2603.02801/) (2026)
- [SGS-Intrinsic: Semantic-Invariant Gaussian Splatting for Sparse-View Indoor Inverse Rendering](https://mlsanity.com/paper/2603.27516/) (2026)
- [LumiMotion: Improving Gaussian Relighting with Scene Dynamics](https://mlsanity.com/paper/2604.10994/) (2026)
- [A Convolutional Neural Deferred Shader for Physics Based Rendering](https://mlsanity.com/paper/2512.19522/) (2025)
- [Zero-Shot UAV Navigation in Forests via Relightable 3D Gaussian Splatting](https://mlsanity.com/paper/2602.07101/) (2026)
- [PhyGaP: Physically-Grounded Gaussians with Polarization Cues](https://mlsanity.com/paper/2603.14001/) (2026)
- [LightHarmony3D: Harmonizing Illumination and Shadows for Object Insertion in 3D Gaussian Splatting](https://mlsanity.com/paper/2603.29209/) (2026)
- [Relightable Gaussian Splatting for Virtual Production Using Image-Based Illumination](https://mlsanity.com/paper/2605.09024/) (2026)
- [3DReflecNet: A Large-Scale Dataset for 3D Reconstruction of Reflective, Transparent, and Low-Texture Objects](https://mlsanity.com/paper/2605.10204/) (2026)
- [BodyReLux: Temporally Consistent Full-Body Video Relighting](https://mlsanity.com/paper/2605.21766/) (2026)
- [TRON: Tracing Rays to Orchestrate a Neural Renderer for 3D Gaussian Reconstructions](https://mlsanity.com/paper/2606.11314/) (2026)

## Abstract (arXiv)

We present GI-GS, a novel inverse rendering framework that leverages 3D Gaussian Splatting (3DGS) and deferred shading to achieve photo-realistic novel view synthesis and relighting. In inverse rendering, accurately modeling the shading processes of objects is essential for achieving high-fidelity results. Therefore, it is critical to incorporate global illumination to account for indirect lighting that reaches an object after multiple bounces across the scene. Previous 3DGS-based methods have attempted to model indirect lighting by characterizing indirect illumination as learnable lighting volumes or additional attributes of each Gaussian, while using baked occlusion to represent shadow effects. These methods, however, fail to accurately model the complex physical interactions between light and objects, making it impossible to construct realistic indirect illumination during relighting. To address this limitation, we propose to calculate indirect lighting using efficient path tracing with deferred shading. In our framework, we first render a G-buffer to capture the detailed geometry and material properties of the scene. Then, we perform physically-based rendering (PBR) only for direct lighting. With the G-buffer and previous rendering results, the indirect lighting can be calculated through a lightweight path tracing. Our method effectively models indirect lighting under any given lighting conditions, thereby achieving better novel view synthesis and competitive relighting. Quantitative and qualitative results show that our GI-GS outperforms existing baselines in both rendering quality and efficiency.
