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GS-IR: 3D Gaussian Splatting for Inverse Rendering
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Proposes GS-IR, extending 3D Gaussian Splatting to inverse rendering (geometry, PBR material, and environment lighting) from multi-view images under unknown lighting, using depth-derivation normal regularization and SH-baked occlusion for indirect light.
Problem
Inverse rendering of geometry, material, and illumination from multi-view images under unknown lighting is limited in NeRF-based methods by low expressiveness and high compute; 3DGS lacks native normals and forward splatting cannot trace occlusion for indirect lighting.
Approach
Derive pseudo normals from the depth gradient of a linearly interpolated Gaussian depth, supervise per-Gaussian normals with it, and bake occlusion from six depth cubemap passes into spherical harmonics volumes to model indirect illumination within a 3DGS split-sum PBR pipeline.
Key results
- On TensoIR Synthetic, GS-IR reaches 35.333 PSNR novel view synthesis, above TensoIR's 35.088, and albedo PSNR 30.286 vs 29.275 for TensoIR.
- GS-IR's normal MAE is 4.948, slightly worse than TensoIR's 4.100, and its relighting PSNR of 24.374 ranks second behind TensoIR's 28.580.
- On Mip-NeRF 360, GS-IR achieves 25.381 PSNR and trains in about 45 minutes, versus 27.21 PSNR and about 35 minutes for 3DGS.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use linear interpolation for depth and optimize Gaussian-stored normals from depth-derived normals (ablation) | GS-IR · TensoIR Synthetic | Normal MAE: 6.218 -> 4.948 | Helped |
| Use linear interpolation for depth and optimize Gaussian-stored normals from depth-derived normals (ablation) | GS-IR · Mip-NeRF 360 | PSNR: 23.119 -> 25.381 | Helped |
| Use volumetric accumulation for depth instead of linear interpolation (ablation) | GS-IR · TensoIR Synthetic | Normal MAE: 4.948 -> 16.347 | Hurt |
| Use peak selection for depth instead of linear interpolation (ablation) | GS-IR · TensoIR Synthetic | Normal MAE: 4.948 -> 9.466 | Hurt |
| Use volumetric accumulation for depth instead of linear interpolation (ablation) | GS-IR · TensoIR Synthetic | Normal MAE: 4.948 -> 9.315 | Hurt |
| Use peak selection for depth instead of linear interpolation (ablation) | GS-IR · TensoIR Synthetic | Normal MAE: 4.948 -> 7.986 | Hurt |
| Remove occlusion volume (ablation) | GS-IR · TensoIR Synthetic | PSNR: 34.997 -> 35.333 | Hurt |
| Remove occlusion volume (ablation) | GS-IR · Mip-NeRF 360 | PSNR: 25.060 -> 25.381 | Hurt |
| Remove indirect illumination (ablation) | GS-IR · TensoIR Synthetic | PSNR: 35.186 -> 35.333 | Hurt |
| Remove indirect illumination (ablation) | GS-IR · Mip-NeRF 360 | PSNR: 24.898 -> 25.381 | Hurt |
Surprising findings
- Normal estimation on TensoIR Synthetic is slightly worse than TensoIR (MAE 4.948 vs 4.100), despite better novel view synthesis and albedo.
- Ablation shows linear depth interpolation beats both volumetric accumulation and peak selection for normals.
Limitations
- Spherical harmonics only represent low-frequency occlusion and indirect light, so only the diffuse indirect term is modeled.
- Specular indirect illumination is not modeled.
- Normal estimation is slightly inferior to TensoIR on the synthetic benchmark.
Experimental setup
Datasets: TensoIR Synthetic Mip-NeRF 360
Benchmarks: TensoIR Synthetic Mip-NeRF 360
Metrics: MAE PSNR SSIM LPIPS runtime
Baselines: NeRFactor InvRender NVDiffrec TensoIR NeRF++ Plenoxels Instant-NGP Mip-NeRF 360 3DGS
Builds on: 3D Gaussian Splatting TensoRF split-sum approximation Cook-Torrance microfacet model
Closest papers by meaning
- GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering (ICLR 2025 · similarity 0.94)
- SVG-IR: Spatially-Varying Gaussian Splatting for Inverse Rendering (CVPR 2025 · similarity 0.91)
- Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives (CVPR 2025 · similarity 0.91)
- Generative Sparse-View Gaussian Splatting (CVPR 2025 · similarity 0.91)
- MS-GS: Multi-Appearance Sparse-View 3D Gaussian Splatting in the Wild (NeurIPS 2025 · similarity 0.91)
- PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting (CVPR 2025 · similarity 0.91)
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