# MSGS: Multispectral 3D Gaussian Splatting

arXiv: https://arxiv.org/abs/2604.13340 · HTML: https://mlsanity.com/paper/2604.13340/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 6 of its 16 references that are in the map.
- First posted on arXiv 14 Apr 2026.

## Builds on (most cited first, 6 of 6)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Gaussian Grouping: Segment and Edit Anything in 3D Scenes](https://mlsanity.com/paper/2312.00732/) (2023)
- [3D Gaussian Splatting with Deferred Reflection](https://mlsanity.com/paper/2404.18454/) (2024)
- [Cross-Spectral Neural Radiance Fields](https://mlsanity.com/paper/2209.00648/) (2022)
- [SpectralNeRF: Physically Based Spectral Rendering with Neural Radiance Field](https://mlsanity.com/paper/2312.08692/) (2023)
- [SpectralGaussians: Semantic, spectral 3D Gaussian splatting for multi-spectral scene representation, visualization and analysis](https://mlsanity.com/paper/2408.06975/) (2024)

## Abstract (arXiv)

We present a multispectral extension to 3D Gaussian Splatting (3DGS) for wavelength-aware view synthesis. Each Gaussian is augmented with spectral radiance, represented via per-band spherical harmonics, and optimized under a dual-loss supervision scheme combining RGB and multispectral signals. To improve rendering fidelity, we perform spectral-to-RGB conversion at the pixel level, allowing richer spectral cues to be retained during optimization. Our method is evaluated on both public and self-captured real-world datasets, demonstrating consistent improvements over the RGB-only 3DGS baseline in terms of image quality and spectral consistency. Notably, it excels in challenging scenes involving translucent materials and anisotropic reflections. The proposed approach maintains the compactness and real-time efficiency of 3DGS while laying the foundation for future integration with physically based shading models.
