Research map / 3D vision / Gaussian splatting
Spec-Gaussian: Anisotropic View-Dependent Appearance for 3D Gaussian Splatting
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Spec-Gaussian replaces spherical harmonics in 3D Gaussian splatting with an anisotropic spherical Gaussian appearance field, plus a coarse-to-fine training scheme and anchor-based acceleration, to model specular and anisotropic appearance and reduce floaters.
Problem
3D Gaussian splatting struggles to model specular highlights and anisotropic view-dependent appearance because low-order spherical harmonics cannot represent high-frequency signals, and it overfits with floaters in real-world scenes.
Approach
Model each 3D Gaussian's view-dependent appearance with N=32 anisotropic spherical Gaussians whose outputs are latent features decoded by a small MLP into specular color (with diffuse color from SH), query them with the reflection direction using an unsupervised shortest-axis normal, and train coarse-to-fine with resolution ramp-up and L1 gradient accumulation for densification.
Key results
- On Mip-NeRF 360, the full Spec-Gaussian reaches PSNR 28.18, SSIM 0.835, LPIPS 0.176 overall, versus 27.79 PSNR for 3D-GS, at 33 FPS and 847MB.
- On NSVF synthetic, Ours averages 38.40 PSNR versus 37.07 for 3D-GS and 37.80 for NeuRBF.
- On NeRF synthetic, Ours averages 34.19 PSNR and 0.971 SSIM, compared with 33.32 PSNR for 3D-GS.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Replace SH appearance with an ASG appearance field | 3D-GS · Anisotropic Synthetic | PSNR: 33.81 -> 37.70 | Helped |
| Add coarse-to-fine training (ablation) | 3D-GS on Mip-NeRF 360 · Mip-NeRF 360 | rendering quality | Helped |
| Add an L1 constraint to gradients used for densification (ablation) | 3D-GS coarse-to-fine training · Real-world scenes | number of floaters | Helped |
| Add normals to the ASG appearance field (ablation) | Spec-Gaussian · NeRF synthetic | rendering metrics | Helped |
| Use ASG directly to output color instead of decoding ASG features with an MLP (ablation) | ASG appearance field · Specular and anisotropic scenes | rendering quality | Hurt |
| Replace ASG with higher-order SH (6-order) (ablation) | 3D-GS · Specular and anisotropic scenes | rendering quality | No clear effect |
| Increase the number of MLP layers to 4 (ablation) | 3D-GS and Scaffold-GS · Specular and anisotropic scenes | rendering quality | No clear effect |
| Separate diffuse and specular color modeling (ablation) | ASG appearance field · High-frequency appearance | fitting ability | Helped |
Surprising findings
- Directly using ASG to output color fails to model specular and anisotropic components; a feature-decoupling MLP on ASG latent features is needed.
- Higher-order SH (6-order) and deeper MLPs (4 layers) do not help 3D-GS and Scaffold-GS, per the authors.
Limitations
- Cannot differentiate reflections from material properties because there is no explicit geometry; reflections remain unmodeled.
- Normals from the shortest Gaussian axis are unsupervised and not physically accurate.
- The full model is slower (33 FPS) and larger (847MB) than vanilla 3D-GS on Mip-NeRF 360.
Experimental setup
Datasets: NeRF synthetic NSVF synthetic Mip-NeRF 360 Anisotropic Synthetic (self-rendered)
Benchmarks: NeRF synthetic NSVF synthetic Mip-NeRF 360 Anisotropic Synthetic
Metrics: PSNR SSIM LPIPS (VGG) FPS memory
Baselines: 3D-GS Scaffold-GS GaussianShader NSVF TensoRF NeuRBF Tri-MipRF iNGP
Builds on: 3D Gaussian splatting Scaffold-GS anisotropic spherical gaussian Ref-NeRF
Closest papers by meaning
- IBGS: Image-Based Gaussian Splatting (NeurIPS 2025 · similarity 0.93)
- GaussianPro: 3D Gaussian Splatting with Progressive Propagation (ICML 2024 · similarity 0.92)
- 3D-HGS: 3D Half-Gaussian Splatting (CVPR 2025 · similarity 0.91)
- Textured Gaussians for Enhanced 3D Scene Appearance Modeling (CVPR 2025 · similarity 0.91)
- Normal-GS: 3D Gaussian Splatting with Normal-Involved Rendering (NeurIPS 2024 · similarity 0.91)
- SpecTRe-GS: Modeling Highly Specular Surfaces with Reflected Nearby Objects by Tracing Rays in 3D Gaussian Splatting (CVPR 2025 · similarity 0.91)
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