# LightFuse: Relightable Interactive Gaussian Scene Reconstruction via Multi-Scan Fusion and 2D Gaussian Ray Tracing

arXiv: https://arxiv.org/abs/2608.29269 · HTML: https://mlsanity.com/paper/2608.29269/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 22 of its 34 references that are in the map.
- First posted on arXiv 29 Aug 2026.

## Builds on (most cited first, 22 of 22)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Depth Anything 3: Recovering the Visual Space from Any Views](https://mlsanity.com/paper/2511.10647/) (2025)
- [Gaussian Grouping: Segment and Edit Anything in 3D Scenes](https://mlsanity.com/paper/2312.00732/) (2023)
- [PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting](https://mlsanity.com/paper/2104.00674/) (2021)
- [GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splatting](https://mlsanity.com/paper/2311.14521/) (2023)
- [GS-IR: 3D Gaussian Splatting for Inverse Rendering](https://mlsanity.com/paper/2311.16473/) (2023)
- [StableNormal: Reducing Diffusion Variance for Stable and Sharp Normal](https://mlsanity.com/paper/2406.16864/) (2024)
- [Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracing](https://mlsanity.com/paper/2311.16043/) (2023)
- [3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes](https://mlsanity.com/paper/2407.07090/) (2024)
- [NeILF: Neural Incident Light Field for Physically-based Material Estimation](https://mlsanity.com/paper/2203.07182/) (2022)
- [GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering](https://mlsanity.com/paper/2410.02619/) (2024)
- [EnvGS: Modeling View-Dependent Appearance with Environment Gaussian](https://mlsanity.com/paper/2412.15215/) (2024)
- [SpectroMotion: Dynamic 3D Reconstruction of Specular Scenes](https://mlsanity.com/paper/2410.17249/) (2024)
- [DecoupledGaussian: Object-Scene Decoupling for Physics-Based Interaction](https://mlsanity.com/paper/2503.05484/) (2025)
- [ReCap: Better Gaussian Relighting with Cross-Environment Captures](https://mlsanity.com/paper/2412.07534/) (2024)
- [IGFuse: Interactive 3D Gaussian Scene Reconstruction via Multi-Scans Fusion](https://mlsanity.com/paper/2508.13153/) (2025)
- [ComGS: Efficient 3D Object-Scene Composition via Surface Octahedral Probes](https://mlsanity.com/paper/2510.07729/) (2025)
- [LTGS: Long-Term Gaussian Scene Chronology From Sparse View Updates](https://mlsanity.com/paper/2510.09881/) (2025)
- [RecurGS: Interactive Scene Modeling via Discrete-State Recurrent Gaussian Fusion](https://mlsanity.com/paper/2512.18386/) (2025)
- [EAG-PT: Emission-Aware Gaussians and Path Tracing for Diffuse Indoor Scene Reconstruction and Editing](https://mlsanity.com/paper/2601.23065/) (2026)
- [LumiMotion: Improving Gaussian Relighting with Scene Dynamics](https://mlsanity.com/paper/2604.10994/) (2026)

## Abstract (arXiv)

Relightable interactive scene reconstruction aims to build an editable 3D model from scans of different object arrangements and render new layouts under novel illumination. Existing methods either bake lighting into appearance or recover material and illumination only for fixed scenes, leaving edited layouts with inconsistent shadows and indirect lighting. We present LightFuse, a 2D Gaussian framework that extends interactive scene reconstruction with explicit material-illumination decomposition and physically based relighting. LightFuse first fuses observations across states to reconstruct a shared background and movable objects. It then conducts ray-tracing-oriented geometry refinement to produce more complete and consistent surfaces. On the refined geometry, staged training with differentiable one-bounce ray tracing separates shared metallic--roughness material from state-specific environment lighting. The resulting scene supports object rearrangement, material editing, and relighting, while ray tracing recomputes appearance after each interaction. Experiments across synthetic scenes demonstrate state-of-the-art relighting quality, outperforming the strongest baseline by +9.74,dB PSNR and +0.121 SSIM on average. Project page: https://zhn202.github.io/LightFuse/
