Research map / 3D vision / Gaussian splatting
EnvGS: Modeling View-Dependent Appearance with Environment Gaussian
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Proposes EnvGS, which models scene reflections with an explicit set of environment Gaussian primitives traced via a custom OptiX ray tracer over 2D Gaussians, blended with base Gaussians for real-time novel view synthesis of reflective scenes.
Problem
Real-time novel view synthesis of real-world scenes with complex high-frequency and near-field specular reflections, which SH-based 3DGS and distant-light environment-map methods struggle to model.
Approach
Replace environment maps with an explicit set of environment Gaussian primitives that are ray-traced along reflection directions using an OptiX-based differentiable 2DGS ray tracer, blended with base 2D Gaussians; joint optimization with monocular normal and perceptual losses.
Key results
- On Ref-Real, EnvGS reaches 24.617 PSNR / 0.241 LPIPS, the best among real-time methods (3DGS-DR 23.522, GaussianShader 22.875) and above NeRF-Casting's 24.670 PSNR-equivalent range in its class at ~26 FPS.
- On NeRF-Casting Shiny Scenes, EnvGS achieves 30.444 PSNR at 26.221 FPS, competitive with NeRF-Casting (31.023 PSNR) while being roughly 100x faster.
- On self-captured scenes, EnvGS improves PSNR on Audi to 28.629 versus 26.171 for 3DGS.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add environment Gaussian primitives as the reflection representation | EnvGS · Ref-Real | SSIM: 0.659 -> 0.671 | Helped |
| Add environment Gaussian primitives as the reflection representation | EnvGS · Audi | PSNR: 26.171 -> 28.629 | Helped |
| Add environment Gaussian primitives as the reflection representation | EnvGS · NeRF-Casting Scenes | PSNR: 31.740 -> 30.444 | Hurt |
| Add environment Gaussian primitives as the reflection representation | EnvGS · NeRF-Casting Scenes | LPIPS: 0.105 -> 0.148 | Hurt |
| Add joint optimization of base and environment Gaussians (ablation) | EnvGS · Ref-Real | PSNR: 24.034 -> 24.617 | Helped |
| Add monocular normal constraint (ablation) | EnvGS · Ref-Real | PSNR: 24.107 -> 24.617 | Helped |
| Use Gaussian environment representation instead of an environment map (ablation) | EnvGS · Ref-Real | PSNR: 24.145 -> 24.617 | Helped |
| Add color sabotage (ablation) | EnvGS · Ref-Real | PSNR: 24.268 -> 24.617 | Helped |
| Add normal propagation (ablation) | EnvGS · Ref-Real | PSNR: 24.192 -> 24.617 | Helped |
| Add perceptual loss (ablation) | EnvGS · Ref-Real | PSNR: 24.567 -> 24.617 | No clear effect |
Surprising findings
- Environment-map variant captures smooth distant reflections but fails on near-field and high-frequency details, so explicit Gaussian environment is preferred.
Limitations
- Cannot handle transparent and refractive materials since it only models reflection direction.
- Training time (2.5h) is longer than some real-time baselines such as 3DGS (0.6h).
Experimental setup
Datasets: Ref-Real NeRF-Casting Shiny Scenes Shiny Blender Mip-NeRF 360 self-captured real-world scenes
Benchmarks: Ref-Real NeRF-Casting Shiny Scenes Shiny Blender Mip-NeRF 360
Metrics: PSNR SSIM LPIPS FPS training time
Baselines: 3DGS 2DGS GaussianShader 3DGS-DR Ref-NeRF NeRF-Casting Zip-NeRF UniSDF ENVIDR NDE
Builds on: 2D Gaussian Splatting 3D Gaussian Splatting OptiX 3DGS-DR Ref-NeRF
Closest papers by meaning
- MaterialRefGS: Reflective Gaussian Splatting with Multi-view Consistent Material Inference (NeurIPS 2025 · similarity 0.89)
- Reflective Gaussian Splatting (ICLR 2025 · similarity 0.88)
- Decoupling Appearance Variations with 3D Consistent Features in Gaussian Splatting (AAAI 2025 · similarity 0.88)
- IBGS: Image-Based Gaussian Splatting (NeurIPS 2025 · similarity 0.87)
- FreeTimeGS: Free Gaussian Primitives at Anytime Anywhere for Dynamic Scene Reconstruction (CVPR 2025 · similarity 0.87)
- SVG-IR: Spatially-Varying Gaussian Splatting for Inverse Rendering (CVPR 2025 · similarity 0.87)
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