Research map / 3D vision / Gaussian splatting
MaterialRefGS: Reflective Gaussian Splatting with Multi-view Consistent Material Inference
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Proposes MaterialRefGS, a 2D Gaussian Splatting method for reflective scenes that enforces multi-view consistent material maps, uses photometric-variation reflection priors for metallic supervision, and adds differentiable 2DGS ray tracing for indirect illumination.
Problem
Material/illumination decomposition for reflective scenes with Gaussian Splatting is under-constrained, causing illumination aliasing and poor generalization, and indirect reflections from inter-object occlusion are poorly modeled.
Approach
Enforce 2D Gaussians to yield multi-view consistent diffuse, roughness and metallic maps via patch homography warping, derive a multi-view reflection-strength prior from photometric variance across nearby views to supervise metallic, and model occlusion-aware indirect light with differentiable 2DGS ray tracing combined with a learnable environment map.
Key results
- On ShinyBlender, Ours reaches 35.57 PSNR, 0.976 SSIM, 0.049 LPIPS and 2.04 MAE, the best on all four metrics versus Ref-Gaussian (35.04 PSNR).
- On GlossySynthetic, Ours achieves 30.83 PSNR and 0.046 LPIPS, the best reported, versus Ref-Gaussian at 30.08 PSNR.
- On Ref-Real, Ours reaches 25.04 PSNR and 0.185 LPIPS, improving over EnvGS (24.85 PSNR, 0.215 LPIPS).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use MaterialRefGS instead of Ref-Gaussian | MaterialRefGS · ShinyBlender | PSNR: 35.04 -> 35.57 | Helped |
| Use MaterialRefGS instead of Ref-Gaussian | MaterialRefGS · GlossySynthetic | PSNR: 30.08 -> 30.83 | Helped |
| Use MaterialRefGS instead of EnvGS | MaterialRefGS · Ref-Real | PSNR: 24.85 -> 25.04 | Helped |
| Use MaterialRefGS instead of EnvGS | MaterialRefGS · Mip-NeRF 360 | PSNR: 27.36 -> 27.06 | Hurt |
| Add multi-view consistency and reflection prior losses (ablation) | MaterialRefGS · ShinyBlender | PSNR: 34.87 -> 35.57 | Helped |
| Add multi-view consistency and reflection prior losses (ablation) | MaterialRefGS · Ref-Real | PSNR: 24.24 -> 25.04 | Helped |
| Add multi-view consistency loss without reflection prior loss (ablation) | MaterialRefGS · ShinyBlender | PSNR: 34.87 -> 35.21 | Helped |
| Add reflection prior loss after multi-view consistency loss (ablation) | MaterialRefGS · Ref-Real | PSNR: 24.47 -> 25.04 | Helped |
| Add normal prior (ablation) | MaterialRefGS · ShinyBlender | MAE: 2.59 -> 2.04 | Helped |
| Add normal prior, material regularization, and environment modeling (ablation) | MaterialRefGS · ShinyBlender | CD: 0.94 -> 0.60 | Helped |
| Add environment modeling with ray tracing (ablation) | MaterialRefGS · Ref-Real | PSNR: 24.76 -> 25.04 | Helped |
| Add environment modeling with ray tracing (ablation) | MaterialRefGS · ShinyBlender | LPIPS: 0.049 -> 0.049 | No clear effect |
Limitations
- Mip-NeRF 360 results are competitive but not best in PSNR/SSIM, with reduced gains on scenes with few reflective surfaces
- Metallic supervision relies on foreground masks and SAM2 region segmentation, which adds pipeline dependencies
Experimental setup
Datasets: ShinyBlender GlossySynthetic Ref-Real Mip-NeRF 360
Benchmarks: ShinyBlender GlossySynthetic Ref-Real Mip-NeRF 360
Metrics: PSNR SSIM LPIPS MAE Chamfer Distance
Baselines: Ref-NeRF ENVIDR 3DGS GaussianShader 2DGS 3DGS-DR Ref-Gaussian EnvGS
Builds on: 2D Gaussian Splatting 3D Gaussian Splatting Ref-Gaussian split-sum approximation Disney BRDF
Closest papers by meaning
- Reflective Gaussian Splatting (ICLR 2025 · similarity 0.94)
- Subsurface Scattering for Gaussian Splatting (NeurIPS 2024 · similarity 0.91)
- OMG: Opacity Matters in Material Modeling with Gaussian Splatting (ICLR 2025 · similarity 0.91)
- IBGS: Image-Based Gaussian Splatting (NeurIPS 2025 · similarity 0.90)
- Ref-GS: Directional Factorization for 2D Gaussian Splatting (CVPR 2025 · similarity 0.90)
- GS-2DGS: Geometrically Supervised 2DGS for Reflective Object Reconstruction (CVPR 2025 · similarity 0.89)
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