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SVG-IR: Spatially-Varying Gaussian Splatting for Inverse Rendering

CVPR 2025 · 3D vision › Gaussian splatting · approach: Regularization and primitive design for 3DGS · 8 citations (OpenAlex)

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Proposes Spatially-varying Gaussians (SVG) with per-vertex material and normal attributes, rendered via vertex/fragment-style shading, plus a physically-based one-bounce indirect lighting model for Gaussian inverse rendering and relighting.

Problem

Gaussian-splatting-based inverse rendering yields relighting artifacts and unnatural indirect illumination because each Gaussian has constant material and normal, and indirect lighting is modeled without physical constraints.

Approach

Generalize constant per-Gaussian material to spatially-varying material by attaching albedo, roughness and normal offsets to multiple Gaussian vertices in the tangent space, interpolate colors across the Gaussian (vertex then fragment shading), and compute indirect light via ray tracing in the radiance field with a physically-based rendering equation and one-bounce relighting.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
replace constant Gaussians with spatially-varying Gaussians (ablation)SVG-IR · TensoIR Synthetic relightingPSNR: 28.614 -> 29.447Helped
replace constant Gaussians with spatially-varying Gaussians (ablation)SVG-IR · TensoIR Synthetic NVSPSNR: 34.640 -> 35.794Helped
add physically-based illumination (ablation)SVG-IR with spatially-varying Gaussians · TensoIR Synthetic relightingPSNR: 29.447 -> 31.087Helped
add physically-based illumination (ablation)SVG-IR with spatially-varying Gaussians · TensoIR Synthetic NVSPSNR: 35.794 -> 36.709Helped
add environment visibility (ablation)SVG-IR lighting model without indirect illumination · TensoIR Synthetic relightingPSNR: 29.447 -> 30.253Helped
add environment visibility (ablation)SVG-IR lighting model without indirect illumination · TensoIR Synthetic NVSPSNR: 35.794 -> 36.059Helped
add radiance-field indirect illumination (ablation)SVG-IR lighting model with environment visibility · TensoIR Synthetic relightingPSNR: 30.253 -> 31.087Helped
add radiance-field indirect illumination (ablation)SVG-IR lighting model with environment visibility · TensoIR Synthetic NVSPSNR: 36.059 -> 36.709Helped
use SVG-IR instead of TensoIRTensoIR Synthetic relighting · TensoIR SyntheticPSNR: 28.53 -> 31.10Helped
use SVG-IR instead of RelightGSADT relighting · ADTPSNR: 32.84 -> 34.69Helped

Limitations

Experimental setup

Datasets: TensoIR Synthetic Aria Digital Twin (ADT) DTU MipNeRF360

Benchmarks: TensoIR Synthetic Aria Digital Twin (ADT) DTU MipNeRF360

Metrics: PSNR SSIM LPIPS training time

Baselines: MII TensoIR GaussianShader GS-IR RelightGS

Builds on: 2D Gaussian Splatting Relightable 3DGS Disney Principled BRDF GS-IR

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