# F-RNG: Feed-Forward Relightable Neural Gaussians

arXiv: https://arxiv.org/abs/2605.25975 · HTML: https://mlsanity.com/paper/2605.25975/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 48 of its 74 references that are in the map.
- First posted on arXiv 25 May 2026.

## Builds on (most cited first, 30 of 48)

- [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)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [Objaverse: A Universe of Annotated 3D Objects](https://mlsanity.com/paper/2212.08051/) (2022)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [LRM: Large Reconstruction Model for Single Image to 3D](https://mlsanity.com/paper/2311.04400/) (2023)
- [MVSNeRF: Fast Generalizable Radiance Field Reconstruction from Multi-View Stereo](https://mlsanity.com/paper/2103.15595/) (2021)
- [IBRNet: Learning Multi-View Image-Based Rendering](https://mlsanity.com/paper/2102.13090/) (2021)
- [pixelSplat: 3D Gaussian Splats from Image Pairs for Scalable Generalizable 3D Reconstruction](https://mlsanity.com/paper/2312.12337/) (2023)
- [RegNeRF: Regularizing Neural Radiance Fields for View Synthesis from Sparse Inputs](https://mlsanity.com/paper/2112.00724/) (2021)
- [Putting NeRF on a Diet: Semantically Consistent Few-Shot View Synthesis](https://mlsanity.com/paper/2104.00677/) (2021)
- [InstantMesh: Efficient 3D Mesh Generation from a Single Image with Sparse-view Large Reconstruction Models](https://mlsanity.com/paper/2404.07191/) (2024)
- [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)
- [GRM: Large Gaussian Reconstruction Model for Efficient 3D Reconstruction and Generation](https://mlsanity.com/paper/2403.14621/) (2024)
- [DepthSplat: Connecting Gaussian Splatting and Depth](https://mlsanity.com/paper/2410.13862/) (2024)
- [FSGS: Real-Time Few-shot View Synthesis using Gaussian Splatting](https://mlsanity.com/paper/2312.00451/) (2023)
- [DNGaussian: Optimizing Sparse-View 3D Gaussian Radiance Fields with Global-Local Depth Normalization](https://mlsanity.com/paper/2403.06912/) (2024)
- [GaussianShader: 3D Gaussian Splatting with Shading Functions for Reflective Surfaces](https://mlsanity.com/paper/2311.17977/) (2023)
- [GS-IR: 3D Gaussian Splatting for Inverse Rendering](https://mlsanity.com/paper/2311.16473/) (2023)
- [Photographic Image Synthesis with Cascaded Refinement Networks](https://mlsanity.com/paper/1707.09405/) (2017)
- [Neural-PIL: Neural Pre-Integrated Lighting for Reflectance Decomposition](https://mlsanity.com/paper/2110.14373/) (2021)
- [Neural Reflectance Fields for Appearance Acquisition](https://mlsanity.com/paper/2008.03824/) (2020)
- [GeoNeRF: Generalizing NeRF with Geometry Priors](https://mlsanity.com/paper/2111.13539/) (2021)
- [Depth-Regularized Optimization for 3D Gaussian Splatting in Few-Shot Images](https://mlsanity.com/paper/2311.13398/) (2023)
- [NeRO: Neural Geometry and BRDF Reconstruction of Reflective Objects from Multiview Images](https://mlsanity.com/paper/2305.17398/) (2023)
- [RGBleftrightarrowX: Image decomposition and synthesis using material- and lighting-aware diffusion models](https://mlsanity.com/paper/2405.00666/) (2024)
- [Single Image Portrait Relighting](https://mlsanity.com/paper/1905.00824/) (2019)
- [NeuSG: Neural Implicit Surface Reconstruction with 3D Gaussian Splatting Guidance](https://mlsanity.com/paper/2312.00846/) (2023)

## Built on by (most cited first, 1 of 1)

- [LightBridge: Feed-Forward Generative Relighting for 3D Gaussian Splatting](https://mlsanity.com/paper/2609.02543/) (2026)

## Abstract (arXiv)

Capturing relightable 3D assets from real-world objects is a widely researched problem. Several per-scene optimization-based methods, based on 3D Gaussian splatting (3DGS), support relighting; however, they usually require dense input views, and their overfitting nature makes it difficult to generalize across scenes. Unlike per-scene optimization methods, generalized feed-forward models can directly reconstruct Gaussians from sparse input views. However, the resulting assets have baked-in illumination and cannot be easily used for relighting. In this paper, we present F-RNG, a feed-forward framework that directly generates relightable 3DGS assets from sparse-view inputs. Training such a model from scratch can require massive data and computing resources, and it is especially challenging to generate relightable assets in a feed-forward manner with acceptable cost. We develop F-RNG upon an existing large reconstruction model (LRM) to extract relightable representations, while also utilizing priors from an intrinsic decomposition model (IDM). Specifically, we first introduce a latent-interpolated fine-grained geometry synthesis to enhance the LRM's geometry representation. Second, we propose a prior-guided relightable appearance distillation to extract relightable neural representations by incorporating IDM priors. Finally, a universal neural renderer enables flexible and high-fidelity relighting. F-RNG requires neither re-training nor fine-tuning of the underlying LRMs, thus can automatically benefit from better LRMs and IDMs in the future. With only small networks that can be trained with affordable data and computational resources, F-RNG avoids the repetitive inference of large models under different light conditions. By comparison to the state-of-the-art LRM-based relighting method, F-RNG achieves ~25x faster relighting, as well as superior quality (~+2.0 dB).
