Research map / 3D vision / Gaussian splatting
Ref-GS: Directional Factorization for 2D Gaussian Splatting
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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
- On Glossy Synthetic, Ref-GS reaches 30.59 PSNR and 2.21 MAE normal error on Shiny Blender, versus 29.78 PSNR and 2.43 MAE for 3DGS-DR.
- On Shiny Real, Ref-GS averages 24.20 PSNR in Gardenspheres and 24.44 overall, the best among compared methods.
- Ref-GS trains in 2.63x the 3DGS time and renders at 0.37x 3DGS speed, while achieving over 45 FPS at 800x800 in the abstract's claim.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use Ref-GS instead of 3DGS-DR | 2DGS · Shiny Blender (Avg.) | PSNR: 33.94 -> 34.80 | Helped |
| Use Ref-GS instead of 3DGS-DR | 2DGS · Shiny Real (Avg.) | PSNR: 23.80 -> 24.44 | Helped |
| Use Ref-GS instead of 3iGS | 2DGS · NeRF Synthetic | PSNR: 33.60 -> 33.20 | Hurt |
| Use Ref-GS instead of 3DGS-DR | 2DGS · Glossy Synthetic | PSNR: 29.78 -> 30.59 | Helped |
| Add Sph-Mip encoding (ablation) | Ref-GS · Shiny Blender | PSNR: 29.95 -> 34.00 | Helped |
| Use the multi-level spherical feature grid instead of a single-level feature map (ablation) | Ref-GS · Shiny Blender | PSNR: 30.12 -> 34.00 | Helped |
| Add deferred shading (ablation) | Ref-GS · Shiny Blender | PSNR: 31.79 -> 34.00 | Helped |
| Add directional factorization K ⊗ S (ablation) | Ref-GS · Shiny Blender | PSNR: 33.37 -> 34.00 | Helped |
Limitations
- Training and rendering are slower than vanilla 3DGS (training 2.63x, rendering 0.37x).
- Lower PSNR than 3DGS-DR on some real scenes such as Sedan and Toycar, and worse on NeRF Synthetic than 3iGS and 3DGS.
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
Closest papers by meaning
- IBGS: Image-Based Gaussian Splatting (NeurIPS 2025 · similarity 0.91)
- GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering (ICLR 2025 · similarity 0.91)
- Reflective Gaussian Splatting (ICLR 2025 · similarity 0.91)
- Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives (CVPR 2025 · similarity 0.91)
- Hardware-Rasterized Ray-Based Gaussian Splatting (CVPR 2025 · similarity 0.91)
- 6DGS: Enhanced Direction-Aware Gaussian Splatting for Volumetric Rendering (ICLR 2025 · similarity 0.90)
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