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Normal-GS: 3D Gaussian Splatting with Normal-Involved Rendering

NeurIPS 2024 · 3D vision › Gaussian splatting · approach: Regularization and primitive design for 3DGS · 4 citations (OpenAlex)

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Normal-GS re-parameterizes 3DGS colors as the dot product of surface normals and an anchor-based, locally shared Integrated Directional Illumination Vector (IDIV), plus IDE specular terms, to improve both rendering quality and normal accuracy.

Problem

3D Gaussian Splatting rendering is disconnected from surface normals, so attempts to regularize normals degrade rendering quality; the appearance-geometry trade-off ("seesaw") limits accurate surface estimation in 3DGS.

Approach

Model diffuse color as albedo times dot product of the surface normal with a learned Integrated Directional Illumination Vector derived from the rendering equation, with IDIVs encoded implicitly via Scaffold-GS anchor features decoded by MLPs, and specular color via Integrated Directional Encoding on the reflection direction.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use explicit normal-involved shading with IDIVs instead of Scaffold-GS color predictionNormal-GS / Scaffold-GS · Mip-NeRF 360PSNR: 29.267 -> 29.341Helped
Use explicit normal-involved shading with IDIVs instead of Scaffold-GS color predictionNormal-GS / Scaffold-GS · Tanks & TemplesPSNR: 24.088 -> 24.219Mixed
Use explicit normal-involved shading with IDIVs instead of Scaffold-GS color predictionNormal-GS / Scaffold-GS · Deep BlendingPSNR: 30.140 -> 30.187Helped
Add normal inputs to the Scaffold-GS color MLPScaffold-GS · Mip-NeRF 360PSNR: 29.267 -> 29.177Hurt
Add normal inputs to the Scaffold-GS color MLPScaffold-GS · Tanks & TemplesPSNR: 24.088 -> 23.976Hurt
Add normal inputs to the Scaffold-GS color MLPScaffold-GS · Deep BlendingPSNR: 30.140 -> 30.163Helped
Add IDIV-based normal involvement to color modeling (ablation)3DGS · Rendering quality and normal estimation (ablation; benchmark not specified)Rendering quality and normal smoothnessHelped
Replace loss-weight-sensitive IDIV regularization with anchor-based local IDIV prediction (ablation)Normal-GS · Rendering quality and normal estimation (ablation; benchmark not specified)Solution-space regularizationHelped
Add the specular component to the IDIV-based model (ablation)Normal-GS · Rendering quality (ablation; benchmark not specified)Rendering qualityHelped
Use the self-regularized normal loss on distant outdoor scenesNormal-GS · Distant outdoor scenesRendering qualityHurt

Surprising findings

Limitations

Experimental setup

Datasets: NeRF Synthetic Mip-NeRF 360 Tanks and Temples Deep Blending

Benchmarks: Mip-NeRF 360 Tanks and Temples Deep Blending NeRF Synthetic

Metrics: PSNR SSIM LPIPS Mean Angular Error (normal)

Baselines: 3DGS Scaffold-GS ScaffoldGS w/ N GaussianShader SpecGaussian

Builds on: 3D Gaussian Splatting Scaffold-GS Ref-NeRF 2D Gaussian Splatting GaussianShader

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