Research map / 3D vision / Gaussian splatting
Subsurface Scattering for Gaussian Splatting
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Extends 3D Gaussian Splatting with PBR materials, deferred shading, and a small MLP that predicts subsurface scattering residuals and incident light, trained on a new OLAT multi-view SSS dataset for real-time relighting.
Problem
Reconstructing and relighting translucent objects with subsurface scattering from multi-view OLAT data is expensive with NeRF-based methods, and 3D Gaussian Splatting cannot capture volumetric SSS effects.
Approach
Combine explicit 3D Gaussians with a spatially varying PBR BRDF, an implicit small-MLP SSS residual and jointly predicted incident light (with ray-traced visibility), and shade in image space via deferred shading to get sharp speculars at real-time rates.
Key results
- On the synthetic dataset at 800x800, the method reaches 37.35 PSNR and 0.986 SSIM at 161 FPS with about 2 hours of training on one RTX 4090.
- At KiloOSF's 256x256, 500-image setting, the method reaches 35.01 PSNR on synthetic data versus 25.91 for KiloOSF, with under 1 hour training versus over 20 hours.
- On real-world data at 256x256, the method reaches 26.61 PSNR and 94.5 FPS versus KiloOSF's 23.24 PSNR and 14.4 FPS.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use SSS GS instead of KiloOSF | Novel-view synthesis · Synthetic test views, 500 images, 256² | PSNR: 25.91 ±1.88 -> 35.01 ±1.01 | Helped |
| use SSS GS instead of KiloOSF | Novel-view synthesis · Real-world test views, 500 images, 256² | PSNR: 23.24 ±1.58 -> 26.61 ±0.09 | Helped |
| add deferred shading (ablation) | SSS GS · Component ablation, two synthetic and two real-world scenes | PSNR: 35.61 ±2.28 -> 36.16 ±3.76 | Helped |
| add the PBR shading model (ablation) | SSS GS · Component ablation, two synthetic and two real-world scenes | PSNR: 35.00 ±1.98 -> 36.16 ±3.76 | Helped |
| use a joint MLP for residual and incident light prediction (ablation) | SSS GS · Component ablation, two synthetic and two real-world scenes | PSNR: 31.68 ±0.66 -> 36.16 ±3.76 | Helped |
| add the SSS residual (ablation) | SSS GS · Component ablation, two synthetic and two real-world scenes | PSNR: 30.23 ±2.28 -> 36.16 ±3.76 | Helped |
Surprising findings
- Removing the joint MLP for SSS and incident light degrades PSNR substantially (36.16 to 31.68), suggesting the shared network aids learning of global light transport.
Limitations
- Intricate heterogeneous or angularly dependent SSS may only be roughly approximated by the MLP.
- Changing geometry or BSSRDF requires retraining the SSS representation.
- Screen-space shading limits shadow resolution and complicates transparent refractive surfaces.
Experimental setup
Datasets: Blender Cycles synthetic OLAT renders (5 objects) real-world light-stage OLAT captures (15 objects)
Benchmarks: SSS OLAT synthetic test set SSS OLAT real-world test set
Metrics: PSNR SSIM LPIPS FPS training time
Baselines: Relightable 3D Gaussians KiloOSF
Builds on: 3D Gaussian Splatting Relightable 3D Gaussians Object-Centric Neural Scattering Functions OpenPBR Disney BRDF
Closest papers by meaning
- MaterialRefGS: Reflective Gaussian Splatting with Multi-view Consistent Material Inference (NeurIPS 2025 · similarity 0.91)
- Reflective Gaussian Splatting (ICLR 2025 · similarity 0.91)
- OMG: Opacity Matters in Material Modeling with Gaussian Splatting (ICLR 2025 · similarity 0.90)
- 3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes (CVPR 2025 · similarity 0.89)
- Geometry Field Splatting with Gaussian Surfels (CVPR 2025 · similarity 0.89)
- Ref-GS: Directional Factorization for 2D Gaussian Splatting (CVPR 2025 · similarity 0.89)
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