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Ref-GS: Directional Factorization for 2D Gaussian Splatting

CVPR 2025 · 3D vision › Gaussian splatting · approach: Compact and efficient Gaussian splatting · 16 citations (OpenAlex)

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Ref-GS applies deferred shading and a spherical Mip-grid with vector outer-product geometry-lighting factorization to 2D Gaussian splatting, improving view-dependent reflection rendering and normal/geometry recovery.

Problem

Gaussian splatting methods query view-dependent color per primitive, causing ambiguity between primitive orientation and viewing angle, which yields blurry reflections and noisy geometry for reflective and near-field-lit scenes.

Approach

Blend Gaussian attributes (diffuse color, features, roughness) first via alpha blending into a G-buffer, then apply view-dependent shading per pixel using a spherical Mip-grid over reflected direction and roughness, factorized with spatial features via an outer product fed to a small MLP.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use Ref-GS instead of 3DGS-DR2DGS · Shiny Blender (Avg.)PSNR: 33.94 -> 34.80Helped
Use Ref-GS instead of 3DGS-DR2DGS · Shiny Real (Avg.)PSNR: 23.80 -> 24.44Helped
Use Ref-GS instead of 3iGS2DGS · NeRF SyntheticPSNR: 33.60 -> 33.20Hurt
Use Ref-GS instead of 3DGS-DR2DGS · Glossy SyntheticPSNR: 29.78 -> 30.59Helped
Add Sph-Mip encoding (ablation)Ref-GS · Shiny BlenderPSNR: 29.95 -> 34.00Helped
Use the multi-level spherical feature grid instead of a single-level feature map (ablation)Ref-GS · Shiny BlenderPSNR: 30.12 -> 34.00Helped
Add deferred shading (ablation)Ref-GS · Shiny BlenderPSNR: 31.79 -> 34.00Helped
Add directional factorization K ⊗ S (ablation)Ref-GS · Shiny BlenderPSNR: 33.37 -> 34.00Helped

Limitations

Experimental setup

Datasets: NeRF Synthetic Shiny Blender Glossy Synthetic Shiny Real Mip-NeRF 360 Tanks & Temples Glass & Ball

Benchmarks: NeRF Synthetic Shiny Blender Glossy Synthetic Shiny Real Mip-NeRF 360 Tanks & Temples Glass & Ball

Metrics: PSNR SSIM LPIPS MAE

Baselines: Ref-NeRF NeRO ENVIDR 3DGS GaussianShader 3iGS 3DGS-DR GS-ROR

Builds on: 2D Gaussian Splatting Ref-NeRF TensoRF 3DGS-DR deferred shading

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