Rotated Lights for Consistent and Efficient 2D Gaussians Inverse Rendering
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Abstract (arXiv)
Inverse rendering aims to decompose a scene into its geometry, material properties and light conditions under a certain rendering model. It has wide applications like view synthesis, relighting, and scene editing. In recent years, inverse rendering methods have been inspired by view synthesis approaches like neural radiance fields and Gaussian splatting, which are capable of efficiently decomposing a scene into its geometry and radiance. They then further estimate the material and lighting that lead to the observed scene radiance. However, the latter step is highly ambiguous and prior works suffer from inaccurate color and baked shadows in their albedo estimation albeit their regularization. To this end, we propose RotLight, a simple capturing setup, to address the ambiguity. Compared to a usual capture, RotLight only requires the object to be rotated several times during the process. We show that as few as two rotations is effective in reducing artifacts. To further improve 2DGS-based inverse rendering, we additionally introduce a proxy mesh that not only allows accurate incident light tracing, but also enables a residual constraint and improves global illumination handling. We demonstrate with both synthetic and real world datasets that our method achieves superior albedo estimation while keeping efficient computation.
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 44 of its 55 references that are in the map. First posted on arXiv 9 Feb 2026.
Builds on
44 of 55 references.
References · 44
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
- 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,723
- 2021NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstructioncited by 1,712
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- 20242D Gaussian Splatting for Geometrically Accurate Radiance Fieldscited by 1,076
- 2021Volume Rendering of Neural Implicit Surfacescited by 996
- 2021Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstructioncited by 964
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- 2021PlenOctrees for Real-time Rendering of Neural Radiance Fieldscited by 905
- 2021KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPscited by 673
- 2021UNISURF: Unifying Neural Implicit Surfaces and Radiance Fields for Multi-View Reconstructioncited by 646
- 2023SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Renderingcited by 616
32 more
- 2021Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fieldscited by 575
- 2021FastNeRF: High-Fidelity Neural Rendering at 200FPScited by 511
- 2022Point-NeRF: Point-based Neural Radiance Fieldscited by 503
- 2020NeRV: Neural Reflectance and Visibility Fields for Relighting and View Synthesiscited by 496
- 2020NeRD: Neural Reflectance Decomposition from Image Collectionscited by 449
- 2019SynSin: End-to-end View Synthesis from a Single Imagecited by 364
- 2019Neural Point-Based Graphicscited by 327
- 2022MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architecturescited by 311
- 2019Differentiable Surface Splatting for Point-based Geometry Processingcited by 239
- 2023GS-IR: 3D Gaussian Splatting for Inverse Renderingcited by 224
- 2023BakedSDF: Meshing Neural SDFs for Real-Time View Synthesiscited by 221
- 2023MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenescited by 218
- 2021Point-Based Neural Rendering with Per-View Optimizationcited by 190
- 2022Modeling Indirect Illumination for Inverse Renderingcited by 168
- 2023TensoIR: Tensorial Inverse Renderingcited by 168
- 2023NeRO: Neural Geometry and BRDF Reconstruction of Reflective Objects from Multiview Imagescited by 163
- 20243D Gaussian Ray Tracing: Fast Tracing of Particle Scenescited by 139
- 2024StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Renderingcited by 111
- 2022NeILF: Neural Incident Light Field for Physically-based Material Estimationcited by 105
- 2022SAMURAI: Shape And Material from Unconstrained Real-world Arbitrary Image collectionscited by 89
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- 2021Neural Point Light Fieldscited by 51
- 2024Reflective Gaussian Splattingcited by 42
- 2021Neural Radiositycited by 33
- 2023WildLight: In-the-wild Inverse Rendering with a Flashlightcited by 21
- 2023SIRe-IR: Inverse Rendering for BRDF Reconstruction with Shadow and Illumination Removal in High-Illuminance Scenescited by 19
- 2024PRTGS: Precomputed Radiance Transfer of Gaussian Splats for Real-Time High-Quality Relightingcited by 18
- 2024Flash Cache: Reducing Bias in Radiance Cache Based Inverse Renderingcited by 12
- 2023Inverse Global Illumination using a Neural Radiometric Priorcited by 9
- 2024ESR-NeRF: Emissive Source Reconstruction Using LDR Multi-view Imagescited by 2
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