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MaterialRefGS: Reflective Gaussian Splatting with Multi-view Consistent Material Inference

NeurIPS 2025 · 3D vision › Gaussian splatting · approach: Regularization and primitive design for 3DGS · 2 citations (OpenAlex)

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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

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use MaterialRefGS instead of Ref-GaussianMaterialRefGS · ShinyBlenderPSNR: 35.04 -> 35.57Helped
Use MaterialRefGS instead of Ref-GaussianMaterialRefGS · GlossySyntheticPSNR: 30.08 -> 30.83Helped
Use MaterialRefGS instead of EnvGSMaterialRefGS · Ref-RealPSNR: 24.85 -> 25.04Helped
Use MaterialRefGS instead of EnvGSMaterialRefGS · Mip-NeRF 360PSNR: 27.36 -> 27.06Hurt
Add multi-view consistency and reflection prior losses (ablation)MaterialRefGS · ShinyBlenderPSNR: 34.87 -> 35.57Helped
Add multi-view consistency and reflection prior losses (ablation)MaterialRefGS · Ref-RealPSNR: 24.24 -> 25.04Helped
Add multi-view consistency loss without reflection prior loss (ablation)MaterialRefGS · ShinyBlenderPSNR: 34.87 -> 35.21Helped
Add reflection prior loss after multi-view consistency loss (ablation)MaterialRefGS · Ref-RealPSNR: 24.47 -> 25.04Helped
Add normal prior (ablation)MaterialRefGS · ShinyBlenderMAE: 2.59 -> 2.04Helped
Add normal prior, material regularization, and environment modeling (ablation)MaterialRefGS · ShinyBlenderCD: 0.94 -> 0.60Helped
Add environment modeling with ray tracing (ablation)MaterialRefGS · Ref-RealPSNR: 24.76 -> 25.04Helped
Add environment modeling with ray tracing (ablation)MaterialRefGS · ShinyBlenderLPIPS: 0.049 -> 0.049No clear effect

Limitations

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

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