Relightable Gaussian Splatting for Virtual Production Using Image-Based Illumination
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Abstract (arXiv)
Virtual production (VP) use LED walls to provide both background imagery and image-based lighting. While this enables on-set compositing, it couples lighting to background and scene appearance, limiting flexibility for downstream editing. In addition, inverse rendering conventionally relies on physically-based rendering to estimates 3D geometry and lighting, using environment maps. However, these maps are typically low-resolution and assume far-field lighting. In VP, with near-field and high-resolution image-based lighting, this can lead to inaccuracies and introduce complexities when editing. Addressing this, we propose a VP-specific framework for 3D reconstruction and relighting using Gaussian Splatting. This uses the known background imagery to condition the relighting process. This avoids relying on environment maps and reduces compositing to a background-image editing task. To realize our framework, we introduce a process (and associated dataset) that captures real VP scenes under varying background content and illumination conditions. This data is used to decompose a 3D scene into fixed appearance and variable lighting components. The variable lighting process simulates light transport by parameterizing each primitive with a UV coordinate, intensity value and resolution modifier. Using mipmaps, these directly sample the background texture in image space - implicitly capturing reflections and refractions without physically-based rendering. Combined with the fixed appearance component, this allows us to render relit scenes using a Gaussian Splatting rasterizer. Compared to baselines, our approach achieves higher-quality 3D reconstruction and controllable relighting. The method is efficient (<3 GB RAM, <5 GB VRAM, <2 hours training, ~35 FPS) and supports rendering useful arbitrary output variables including depth, lighting intensity, lighting color, and unlit renders.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 31 of its 57 references that are in the map. First posted on arXiv 9 May 2026.
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31 of 57 references.
References · 31
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
- 2020NeRF in the Wild: Neural Radiance Fields for Unconstrained Photo Collectionscited by 1,230
- 20234D Gaussian Splatting for Real-Time Dynamic Scene Renderingcited by 1,144
- 2025SAM 3: Segment Anything with Conceptscited by 835
- 2023K-Planes: Explicit Radiance Fields in Space, Time, and Appearancecited by 742
- 2023Mip-Splatting: Alias-free 3D Gaussian Splattingcited by 661
- 2023Nerfstudio: A Modular Framework for Neural Radiance Field Developmentcited by 596
- 2024MVSplat: Efficient 3D Gaussian Splatting from Sparse Multi-View Imagescited by 553
- 2023GaussianShader: 3D Gaussian Splatting with Shading Functions for Reflective Surfacescited by 249
- 2023GS-IR: 3D Gaussian Splatting for Inverse Renderingcited by 220
- 2023TensoIR: Tensorial Inverse Renderingcited by 166
- 2024WildGaussians: 3D Gaussian Splatting in the Wildcited by 150
19 more
- 2023Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracingcited by 138
- 20243D Gaussian Ray Tracing: Fast Tracing of Particle Scenescited by 138
- 2024CoR-GS: Sparse-View 3D Gaussian Splatting via Co-Regularizationcited by 120
- 2024Gaussian in the Wild: 3D Gaussian Splatting for Unconstrained Image Collectionscited by 117
- 20243DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splattingcited by 87
- 2024GS^3: Efficient Relighting with Triple Gaussian Splattingcited by 42
- 2024DeferredGS: Decoupled and Editable Gaussian Splatting with Deferred Shadingcited by 40
- 2024Textured Gaussians for Enhanced 3D Scene Appearance Modelingcited by 40
- 2024GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Renderingcited by 39
- 2024Reflective Gaussian Splattingcited by 39
- 2024GeoSplatting: Towards Geometry Guided Gaussian Splatting for Physically-based Inverse Renderingcited by 22
- 2021A Light Stage on Every Deskcited by 21
- 2024LumiGauss: Relightable Gaussian Splatting in the Wildcited by 21
- 2024PRTGS: Precomputed Radiance Transfer of Gaussian Splats for Real-Time High-Quality Relightingcited by 17
- 2025TSGS: Improving Gaussian Splatting for Transparent Surface Reconstruction via Normal and De-lighting Priorscited by 14
- 2025Gaussian Splatting with Discretized SDF for Relightable Assetscited by 12
- 2025Generalizable and Relightable Gaussian Splatting for Human Novel View Synthesiscited by 4
- 2025SparseGS-W: Sparse-View 3D Gaussian Splatting in the Wild with Generative Priorscited by 3
- 2026R3GW: Relightable 3D Gaussians for Outdoor Scenes in the Wildcited by 1
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