# Inter-Reflective Gaussian Splatting for Robust and Efficient Inverse Rendering

arXiv: https://arxiv.org/abs/2607.22780 · HTML: https://mlsanity.com/paper/2607.22780/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 1 of its 68 references that are in the map.
- First posted on arXiv 24 Jul 2026.

## Builds on (most cited first, 1 of 1)

- [Open3D: A Modern Library for 3D Data Processing](https://mlsanity.com/paper/1801.09847/) (2018)

## Abstract (arXiv)

Faithful inverse rendering requires visibility and indirect radiance to explain secondary illumination and inter-reflection, yet rasterization-oriented Gaussian representations do not naturally support the secondary-ray queries needed to recover them. We present IRGS++ (Inter-Reflective Gaussian Splatting), a unified robust and efficient Gaussian inverse rendering framework. During transport-aware optimization, IRGS++ employs differentiable 2D Gaussian ray tracing on surface-oriented Gaussian primitives to query visibility and indirect radiance on the fly and evaluate the full rendering equation for inter-reflective transport. This physical core makes Gaussian inverse rendering physically grounded beyond rasterized appearance modeling. To make this backbone useful beyond low-gloss dielectric scenes, the framework incorporates metallic-aware material modeling and robust reflective initialization for glossy, specular, and metallic materials. To make it practical, multiple importance sampling and denoising stabilize finite-sample rendering, while mesh-based secondary-attribute queries reduce the cost of relighting under novel illumination. Quantitative evaluations on low-gloss and glossy benchmarks show improved decomposition and relighting quality together with favorable quality--speed trade-offs under the reported configurations, while real-world studies illustrate plausible relighting under novel illumination.
