# IRGS: Inter-Reflective Gaussian Splatting with 2D Gaussian Ray Tracing

arXiv: https://arxiv.org/abs/2412.15867 · HTML: https://mlsanity.com/paper/2412.15867/

## Key facts

- Cited by 54 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 20 Dec 2024.

## Built on by (most cited first, 30 of 54)

- [MaterialRefGS: Reflective Gaussian Splatting with Multi-view Consistent Material Inference](https://mlsanity.com/paper/2510.11387/) (2025)
- [GeoSVR: Taming Sparse Voxels for Geometrically Accurate Surface Reconstruction](https://mlsanity.com/paper/2509.18090/) (2025)
- [MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization](https://mlsanity.com/paper/2502.07754/) (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)
- [3DGEER: 3D Gaussian Rendering Made Exact and Efficient for Generic Cameras](https://mlsanity.com/paper/2505.24053/) (2025)
- [Anti-Aliased 2D Gaussian Splatting](https://mlsanity.com/paper/2506.11252/) (2025)
- [MVInverse: Feed-forward Multi-view Inverse Rendering in Seconds](https://mlsanity.com/paper/2512.21003/) (2025)
- [BEAM: Bridging Physically-based Rendering and Gaussian Modeling for Relightable Volumetric Video](https://mlsanity.com/paper/2502.08297/) (2025)
- [Generalizable and Relightable Gaussian Splatting for Human Novel View Synthesis](https://mlsanity.com/paper/2505.21502/) (2025)
- [ShadowGS: Shadow-Aware 3D Gaussian Splatting for Satellite Imagery](https://mlsanity.com/paper/2601.00939/) (2026)
- [GOGS: High-Fidelity Geometry and Relighting for Glossy Objects via Gaussian Surfels](https://mlsanity.com/paper/2508.14563/) (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)
- [Radiometrically Consistent Gaussian Surfels for Inverse Rendering](https://mlsanity.com/paper/2603.01491/) (2026)
- [Benchmarking PhD-Level Coding in 3D Geometric Computer Vision](https://mlsanity.com/paper/2603.30038/) (2026)
- [REdiSplats: Ray Tracing for Editable Gaussian Splatting](https://mlsanity.com/paper/2503.12284/) (2025)
- [PS-GS: Gaussian Splatting for Multi-View Photometric Stereo](https://mlsanity.com/paper/2507.18231/) (2025)
- [ComGS: Efficient 3D Object-Scene Composition via Surface Octahedral Probes](https://mlsanity.com/paper/2510.07729/) (2025)
- [From Volume Rendering to 3D Gaussian Splatting: Theory and Applications](https://mlsanity.com/paper/2510.18101/) (2025)
- [GTAvatar: Bridging Gaussian Splatting and Texture Mapping for Relightable and Editable Gaussian Avatars](https://mlsanity.com/paper/2512.09162/) (2025)
- [GAINS: Gaussian-based Inverse Rendering from Sparse Multi-View Captures](https://mlsanity.com/paper/2512.09925/) (2025)
- [Light Field Based 6DoF Tracking of Previously Unobserved Objects](https://mlsanity.com/paper/2512.13007/) (2025)
- [EAG-PT: Emission-Aware Gaussians and Path Tracing for Diffuse Indoor Scene Reconstruction and Editing](https://mlsanity.com/paper/2601.23065/) (2026)
- [Stochastic Ray Tracing for the Reconstruction of 3D Gaussian Splatting](https://mlsanity.com/paper/2603.23637/) (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)
- [GOR-IS: 3D Gaussian Object Removal in the Intrinsic Space](https://mlsanity.com/paper/2605.00498/) (2026)
- [TransmissiveGS: Residual-Guided Disentangled Gaussian Splatting for Transmissive Scene Reconstruction and Rendering](https://mlsanity.com/paper/2605.10705/) (2026)
- [GLOW: Global Illumination-Aware Inverse Rendering of Indoor Scenes Captured with Dynamic Co-Located Light & Camera](https://mlsanity.com/paper/2511.22857/) (2025)

## Abstract (arXiv)

In inverse rendering, accurately modeling visibility and indirect radiance for incident light is essential for capturing secondary effects. Due to the absence of a powerful Gaussian ray tracer, previous 3DGS-based methods have either adopted a simplified rendering equation or used learnable parameters to approximate incident light, resulting in inaccurate material and lighting estimations. To this end, we introduce inter-reflective Gaussian splatting (IRGS) for inverse rendering. To capture inter-reflection, we apply the full rendering equation without simplification and compute incident radiance on the fly using the proposed differentiable 2D Gaussian ray tracing. Additionally, we present an efficient optimization scheme to handle the computational demands of Monte Carlo sampling for rendering equation evaluation. Furthermore, we introduce a novel strategy for querying the indirect radiance of incident light when relighting the optimized scenes. Extensive experiments on multiple standard benchmarks validate the effectiveness of IRGS, demonstrating its capability to accurately model complex inter-reflection effects.
