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GS-IR: 3D Gaussian Splatting for Inverse Rendering

CVPR 2024 · 3D vision › Gaussian splatting · approach: Compact and efficient Gaussian splatting · 123 citations (OpenAlex)

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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

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use linear interpolation for depth and optimize Gaussian-stored normals from depth-derived normals (ablation)GS-IR · TensoIR SyntheticNormal MAE: 6.218 -> 4.948Helped
Use linear interpolation for depth and optimize Gaussian-stored normals from depth-derived normals (ablation)GS-IR · Mip-NeRF 360PSNR: 23.119 -> 25.381Helped
Use volumetric accumulation for depth instead of linear interpolation (ablation)GS-IR · TensoIR SyntheticNormal MAE: 4.948 -> 16.347Hurt
Use peak selection for depth instead of linear interpolation (ablation)GS-IR · TensoIR SyntheticNormal MAE: 4.948 -> 9.466Hurt
Use volumetric accumulation for depth instead of linear interpolation (ablation)GS-IR · TensoIR SyntheticNormal MAE: 4.948 -> 9.315Hurt
Use peak selection for depth instead of linear interpolation (ablation)GS-IR · TensoIR SyntheticNormal MAE: 4.948 -> 7.986Hurt
Remove occlusion volume (ablation)GS-IR · TensoIR SyntheticPSNR: 34.997 -> 35.333Hurt
Remove occlusion volume (ablation)GS-IR · Mip-NeRF 360PSNR: 25.060 -> 25.381Hurt
Remove indirect illumination (ablation)GS-IR · TensoIR SyntheticPSNR: 35.186 -> 35.333Hurt
Remove indirect illumination (ablation)GS-IR · Mip-NeRF 360PSNR: 24.898 -> 25.381Hurt

Surprising findings

Limitations

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

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