# ReCap: Better Gaussian Relighting with Cross-Environment Captures

arXiv: https://arxiv.org/abs/2412.07534 · HTML: https://mlsanity.com/paper/2412.07534/

## Key facts

- Cited by 14 papers in the map (data through 14 Oct 2026).
- Builds on 29 of its 51 references that are in the map.
- First posted on arXiv 10 Dec 2024.

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

- [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 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)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [SuperGlue: Learning Feature Matching with Graph Neural Networks](https://mlsanity.com/paper/1911.11763/) (2019)
- [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)
- [Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields](https://mlsanity.com/paper/2112.03907/) (2021)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [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)
- [Differentiable Surface Splatting for Point-based Geometry Processing](https://mlsanity.com/paper/1906.04173/) (2019)
- [GS-IR: 3D Gaussian Splatting for Inverse Rendering](https://mlsanity.com/paper/2311.16473/) (2023)
- [Point-Based Neural Rendering with Per-View Optimization](https://mlsanity.com/paper/2109.02369/) (2021)
- [Modeling Indirect Illumination for Inverse Rendering](https://mlsanity.com/paper/2204.06837/) (2022)
- [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)
- [Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracing](https://mlsanity.com/paper/2311.16043/) (2023)
- [Deep Reflectance Volumes: Relightable Reconstructions from Multi-View Photometric Images](https://mlsanity.com/paper/2007.09892/) (2020)
- [Fast Spatially-Varying Indoor Lighting Estimation](https://mlsanity.com/paper/1906.03799/) (2019)
- [Multi-View Photometric Stereo: A Robust Solution and Benchmark Dataset for Spatially Varying Isotropic Materials](https://mlsanity.com/paper/2001.06659/) (2020)
- [Stanford-ORB: A Real-World 3D Object Inverse Rendering Benchmark](https://mlsanity.com/paper/2310.16044/) (2023)
- [Towards Racially Unbiased Skin Tone Estimation via Scene Disambiguation](https://mlsanity.com/paper/2205.03962/) (2022)
- [Seeing the World in a Bag of Chips](https://mlsanity.com/paper/2001.04642/) (2020)

## Built on by (most cited first, 14 of 14)

- [Follow-Your-Instruction: A Comprehensive MLLM Agent for World Data Synthesis](https://mlsanity.com/paper/2508.05580/) (2025)
- [Digital Twin Generation from Visual Data: A Survey](https://mlsanity.com/paper/2504.13159/) (2025)
- [RGS-DR: Deferred Reflections and Residual Shading in 2D Gaussian Splatting](https://mlsanity.com/paper/2504.18468/) (2025)
- [ROSGS: Relightable Outdoor Scenes With Gaussian Splatting](https://mlsanity.com/paper/2509.11275/) (2025)
- [MatSpray: Fusing 2D Material World Knowledge on 3D Geometry](https://mlsanity.com/paper/2512.18314/) (2025)
- [UAVLight: A Benchmark for Illumination-Robust 3D Reconstruction in Unmanned Aerial Vehicle (UAV) Scenes](https://mlsanity.com/paper/2511.21565/) (2025)
- [CEI-3D: Collaborative Explicit-Implicit 3D Reconstruction for Realistic and Fine-Grained Object Editing](https://mlsanity.com/paper/2603.11810/) (2026)
- [TranSplat: Instant Object Relighting in Gaussian Splatting via Spherical Harmonic Radiance Transfer](https://mlsanity.com/paper/2503.22676/) (2025)
- [Spec-Gloss Surfels and Normal-Diffuse Priors for Relightable Glossy Objects](https://mlsanity.com/paper/2510.02069/) (2025)
- [HybridSplat: Fast Reflection-baked Gaussian Tracing using Hybrid Splatting](https://mlsanity.com/paper/2512.08334/) (2025)
- [From Sparse and Imperfect 2D Anchors to Consistent 3D Gaussian Street Scenes: Support-Aware Appearance](https://mlsanity.com/paper/2606.26007/) (2026)
- [Dynamic Inverse Rendering for Enhanced Material-Lighting Decomposition](https://mlsanity.com/paper/2607.09329/) (2026)
- [LightFuse: Relightable Interactive Gaussian Scene Reconstruction via Multi-Scan Fusion and 2D Gaussian Ray Tracing](https://mlsanity.com/paper/2608.29269/) (2026)
- [RelightFormer: Feed-forward Generative Transformer for Multiview Object Relighting](https://mlsanity.com/paper/2609.07414/) (2026)

## Abstract (arXiv)

Accurate 3D objects relighting in diverse unseen environments is crucial for realistic virtual object placement. Due to the albedo-lighting ambiguity, existing methods often fall short in producing faithful relights. Without proper constraints, observed training views can be explained by numerous combinations of lighting and material attributes, lacking physical correspondence with the actual environment maps used for relighting. In this work, we present ReCap, treating cross-environment captures as multi-task target to provide the missing supervision that cuts through the entanglement. Specifically, ReCap jointly optimizes multiple lighting representations that share a common set of material attributes. This naturally harmonizes a coherent set of lighting representations around the mutual material attributes, exploiting commonalities and differences across varied object appearances. Such coherence enables physically sound lighting reconstruction and robust material estimation - both essential for accurate relighting. Together with a streamlined shading function and effective post-processing, ReCap outperforms all leading competitors on an expanded relighting benchmark.
