Research map / 3D vision / 3D generation
ReCap: Better Gaussian Relighting with Cross-Environment Captures
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Proposes ReCap, a Gaussian relighting method that jointly optimizes multiple learnable environment maps sharing one set of material attributes, using cross-environment object captures to resolve albedo-lighting ambiguity.
Problem
Relighting 3D Gaussian Splatting objects in unseen environments is unfaithful because of albedo-lighting ambiguity: with single-environment captures, learned environment maps absorb residual terms and do not match real lighting.
Approach
Treat captures under multiple unknown environments as multi-task targets: each environment gets its own learnable cube-map lighting, all sharing one Gaussian material field, plus a split-sum shading function with a free specular tint vector (no metallic parameter) and clipping plus gamma post-processing so learned maps lie in a linear HDR space.
Key results
- Dual-environment ReCap reaches 25.82 average unseen-relight PSNR versus 24.49 for TensoIR with GT albedo scaling (22.33 for R3DG single-env baseline, 21.22 for 3DGS-DR).
- Ablation: the proposed shading function raises average relight PSNR from 24.62 to 25.29, and adding the saturation and energy losses reaches 25.58.
- Increasing the number of training environments from 1 to 5 raises relight PSNR from 23.98 to 27.36 on the three held-out scenes.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use dual-environment captures with shared material attributes and independent lighting maps | ReCap · Unseen relights (dual-env), Avg. | PSNR: 24.49 -> 25.82 | Helped |
| Use dual-environment captures with shared material attributes and independent lighting maps | ReCap · Unseen relights (dual-env), Avg. | SSIM: 0.906 -> 0.930 | Helped |
| Use dual-environment captures with shared material attributes and independent lighting maps | ReCap · Unseen relights (dual-env), Avg. | LPIPS: 0.090 -> 0.068 | Helped |
| Replace the original shading function with the proposed shading function (ablation) | ReCap · Unseen relights | PSNR: 24.62 -> 25.29 | Helped |
| Add the specular saturation loss (ablation) | ReCap with proposed shading · Unseen relights | PSNR: 25.29 -> 25.38 | Helped |
| Add the energy conservation loss (ablation) | ReCap with proposed shading and Lsat · Unseen relights | PSNR: 25.38 -> 25.58 | Helped |
| Add extra unique views within the same environment (ablation) | ReCap · Unseen relights (sunset, fireplace, night) | PSNR: 23.98 -> 24.07 | No clear effect |
| Add a second environment with identical camera poses (ablation) | ReCap · Unseen relights (sunset, fireplace, night) | PSNR: 24.07 -> 26.14 | Helped |
| Use extra unique views in the second environment instead of identical camera poses (ablation) | ReCap · Unseen relights (sunset, fireplace, night) | PSNR: 26.14 -> 26.25 | No clear effect |
| Increase the training environments from 2 to 3 (ablation) | ReCap · Unseen relights (sunset, fireplace, night) | PSNR: 26.25 -> 26.35 | Helped |
| Increase the training environments from 3 to 4 (ablation) | ReCap · Unseen relights (sunset, fireplace, night) | PSNR: 26.35 -> 26.68 | Helped |
| Increase the training environments from 4 to 5 (ablation) | ReCap · Unseen relights (sunset, fireplace, night) | PSNR: 26.68 -> 27.36 | Helped |
Surprising findings
- Replacing learned environment maps with ground-truth HDR maps degrades NVS quality, showing that learned maps act as sinks for residual terms.
- Directly optimizing existing Gaussian models over dual-environment inputs with a single lighting representation yields mixed relighting and significant NVS artifacts.
Limitations
- Indirect illumination and subsurface scattering are not modeled.
- Over-exposed highlights cause opacity estimation errors in Gaussian relighting methods.
- Requires pose calibration across environments, which is non-trivial for real captures.
Experimental setup
Datasets: NeRF Synthetic Shiny Blender StanfordORB
Benchmarks: RelightObj StanfordORB
Metrics: PSNR SSIM LPIPS
Baselines: 3DGS-DR GS-IR R3DG GShader TensoIR
Builds on: 3D Gaussian Splatting split-sum approximation GShader GS-IR TensoIR
Closest papers by meaning
- MetaGS: A Meta-Learned Gaussian-Phong Model for Out-of-Distribution 3D Scene Relighting (NeurIPS 2025 · similarity 0.90)
- UniRelight: Learning Joint Decomposition and Synthesis for Video Relighting (NeurIPS 2025 · similarity 0.90)
- Generative Multiview Relighting for 3D Reconstruction under Extreme Illumination Variation (CVPR 2025 · similarity 0.90)
- ROGR: Relightable 3D Objects using Generative Relighting (NeurIPS 2025 · similarity 0.89)
- IllumiNeRF: 3D Relighting Without Inverse Rendering (NeurIPS 2024 · similarity 0.88)
- Neural Gaffer: Relighting Any Object via Diffusion (NeurIPS 2024 · similarity 0.88)
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