# VolS-GS: Relightable Gaussian Splatting with Volumetric Subsurface Scattering

arXiv: https://arxiv.org/abs/2610.04007 · HTML: https://mlsanity.com/paper/2610.04007/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 20 of its 53 references that are in the map.
- First posted on arXiv 2 Oct 2026.

## Builds on (most cited first, 20 of 20)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields](https://mlsanity.com/paper/2112.03907/) (2021)
- [NeRV: Neural Reflectance and Visibility Fields for Relighting and View Synthesis](https://mlsanity.com/paper/2012.03927/) (2020)
- [NeRD: Neural Reflectance Decomposition from Image Collections](https://mlsanity.com/paper/2012.03918/) (2020)
- [PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting](https://mlsanity.com/paper/2104.00674/) (2021)
- [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)
- [TensoIR: Tensorial Inverse Rendering](https://mlsanity.com/paper/2304.12461/) (2023)
- [Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracing](https://mlsanity.com/paper/2311.16043/) (2023)
- [IRGS: Inter-Reflective Gaussian Splatting with 2D Gaussian Ray Tracing](https://mlsanity.com/paper/2412.15867/) (2024)
- [GS^3: Efficient Relighting with Triple Gaussian Splatting](https://mlsanity.com/paper/2410.11419/) (2024)
- [Relighting Neural Radiance Fields with Shadow and Highlight Hints](https://mlsanity.com/paper/2308.13404/) (2023)
- [GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering](https://mlsanity.com/paper/2410.02619/) (2024)
- [Reflective Gaussian Splatting](https://mlsanity.com/paper/2412.19282/) (2024)
- [PRTGS: Precomputed Radiance Transfer of Gaussian Splats for Real-Time High-Quality Relighting](https://mlsanity.com/paper/2408.03538/) (2024)
- [Learning Object-Centric Neural Scattering Functions for Free-Viewpoint Relighting and Scene Composition](https://mlsanity.com/paper/2303.06138/) (2023)
- [RNG: Relightable Neural Gaussians](https://mlsanity.com/paper/2409.19702/) (2024)
- [Differentiable Light Transport with Gaussian Surfels via Adapted Radiosity for Efficient Relighting and Geometry Reconstruction](https://mlsanity.com/paper/2509.18497/) (2025)
- [SSD-GS: Scattering and Shadow Decomposition for Relightable 3D Gaussian Splatting](https://mlsanity.com/paper/2604.13333/) (2026)
- [GTSR: Subsurface Scattering Awared 3D Gaussians for Translucent Surface Reconstruction](https://mlsanity.com/paper/2603.22036/) (2026)

## Abstract (arXiv)

We present VolS-GS, a relightable Gaussian splatting framework that reconstructs objects from one-light-at-a-time (OLAT) captures and renders them under novel lighting and viewpoints. Relightable Gaussian Splatting methods typically model appearance independently at each primitive, which makes non-local effects difficult to represent. This limitation is particularly apparent for subsurface scattering, where light entering the object at one location can emerge at another. Rather than modeling this effect solely with a neural network or a local kernel at each primitive, we use the spatial support of the Gaussian scene as the domain of a differentiable finite-volume transport solver, so that light can propagate through the object's interior. A small network predicts scattering and absorption coefficients for each Gaussian, and the solve redistributes incident light through the resulting field. The coefficients are fit to images rather than measured, so the solve supplies a transport-shaped path for aggregating per-primitive appearance, not a measurement of the material. To keep the learned shadow and specular terms from taking over the other components, our shadow term is predicted from visibility together with the transmittances and the scattering the solve produces, and a regularizer suppresses specular highlights in regions the shadow term predicts to be unlit. Experiments on three OLAT benchmarks show that VolS-GS consistently improves relighting quality on held-out lights and views.
