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SpecTRe-GS: Modeling Highly Specular Surfaces with Reflected Nearby Objects by Tracing Rays in 3D Gaussian Splatting

CVPR 2025 · 3D vision › Gaussian splatting · approach: Regularization and primitive design for 3DGS · 4 citations (OpenAlex)

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Introduces SpecTRe-GS, a 3D Gaussian Splatting method that separately models highly specular and rough surfaces and traces secondary rays in 3D Gaussian space to render inter-reflections of nearby objects.

Problem

3DGS struggles to model high-frequency view-dependent appearance and global illumination (inter-reflections) on highly specular surfaces reflecting nearby objects, since low-order SH and baked incident lighting cannot capture them and rasterization cannot efficiently trace secondary rays.

Approach

Model highly specular surfaces with ideal mirror reflection whose incident radiance is obtained by tracing one secondary ray through the 3D Gaussian point cloud (OptiX with stretched icosahedron proxies), while rough surfaces keep per-Gaussian SH; geometry is refined with StableNormal normal priors and numerical gradients of ray-traced incident radiance.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use SpecTRe-GS instead of the strongest baseline, 3iGSSpecTRe-GS · Synthetic (reflective regions)PSNR: 21.98 -> 23.28Helped
Use SpecTRe-GS instead of the strongest baseline, 3DGSSpecTRe-GS · Real-world (reflective regions)PSNR: 21.31 -> 22.77Helped
Add normal prior guidance (ablation)SpecTRe-GS · Synthetic scenes (reflective regions)PSNR: 19.80 -> 24.05Helped
Add joint geometry optimization from incident lighting (ablation)SpecTRe-GS · Synthetic scenes (reflective regions)PSNR: 19.52 -> 24.05Helped
Add ray-traced indirect incident lighting (ablation)SpecTRe-GS · Synthetic scenes (reflective regions)PSNR: 22.19 -> 24.05Helped
Add progressive learning (ablation)SpecTRe-GS · Synthetic scenes (reflective regions)PSNR: 23.16 -> 24.05Helped
Add depth-aware ray perturbation (ablation)SpecTRe-GS · Synthetic scenes (reflective regions)PSNR: 23.88 -> 24.05Helped

Surprising findings

Limitations

Experimental setup

Datasets: 6 custom synthetic Blender Cycles scenes 2 real-world captured scenes (REALBOWL, REALPOT)

Benchmarks: custom synthetic scenes (HELMET, MARBLETABLE, VASE, POT, TOASTER, MIRROR) custom real-world scenes (REALBOWL, REALPOT)

Metrics: PSNR SSIM LPIPS

Baselines: 3DGS GOF 3iGS GShader 3DGS-DR

Builds on: 3D Gaussian Splatting GOF 3DGRT 3DGS-DR GShader

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