Research map / 3D vision / Gaussian splatting
GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering
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Proposes GI-GS, a 3DGS-based inverse rendering framework that computes indirect lighting and occlusion via screen-space path tracing on a deferred-shading G-buffer, improving novel view synthesis and relighting over 3DGS-based inverse rendering baselines.
Problem
Existing 3DGS-based inverse rendering methods model indirect lighting as static per-Gaussian attributes or baked volumes, so they cannot faithfully model indirect illumination during relighting.
Approach
Render a G-buffer (depth, normal, BRDF) from 3D Gaussians, apply PBR only for direct lighting with a learnable environment map, then run tile-based adaptive path tracing on the G-buffer depth to compute occlusion and indirect lighting from the first-pass image; extend to a cubemap for world-space indirect lighting.
Key results
- On the TensoIR dataset, GI-GS reaches 36.75 NVS PSNR and 31.97 albedo PSNR, surpassing all baselines, with a 28-minute training time versus 33 minutes for GS-IR.
- Relighting PSNR on TensoIR is 24.70, ranking second behind TensoIR (28.58) and above GS-IR (24.37).
- On Mip-NeRF 360, GI-GS achieves 24.01 outdoor and 29.29 indoor PSNR, outperforming the 3DGS-based inverse rendering methods GaussianShader and GS-IR.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add path-tracing-based occlusion modeling (ablation) | GI-GS · TensoIR | PSNR: 36.37 -> 36.75 | Helped |
| add path-tracing-based occlusion modeling (ablation) | GI-GS · Mip-NeRF 360 | PSNR: 26.24 -> 26.35 | Helped |
| add indirect lighting (ablation) | GI-GS · TensoIR | PSNR: 35.60 -> 36.75 | Helped |
| add indirect lighting (ablation) | GI-GS · Mip-NeRF 360 | PSNR: 25.89 -> 26.35 | Helped |
| increase sampled rays from 16 to 64 (ablation) | GI-GS · TensoIR | PSNR: 36.25 -> 36.75 | Helped |
| increase sampled rays from 64 to 256 (ablation) | GI-GS · TensoIR | PSNR: 36.75 -> 36.82 | Helped |
| increase sampled rays from 16 to 64 (ablation) | GI-GS · Mip-NeRF 360 | PSNR: 26.19 -> 26.35 | Helped |
| increase sampled rays from 64 to 256 (ablation) | GI-GS · Mip-NeRF 360 | PSNR: 26.35 -> 26.42 | Helped |
| extend path tracing from screen space to world space with a cubemap (ablation) | GI-GS · Mip-NeRF 360 | PSNR: 26.35 -> 23.81 (Outdoor); 29.29 -> 29.07 (Indoor) | Hurt |
| use GI-GS rather than GS-IR | 3D Gaussian Splatting inverse rendering · TensoIR (NVS) | PSNR: 35.33 -> 36.75 | Helped |
Surprising findings
- Ablation shows that removing indirect lighting hurts quality more than removing occlusion (TensoIR PSNR 35.60 vs 36.37), per the authors.
- The cubemap world-space extension slightly lowers quantitative metrics on Mip-NeRF 360 (e.g., 29.07 vs 29.29 indoor PSNR) while improving smoothness of occluded regions.
Limitations
- Indirect illumination ignores the specular component because Monte Carlo sampling for it is complex.
- An environment map as direct lighting may fail to capture spatially varying lighting in complex real scenes.
- Path tracing accuracy depends on high-quality geometry reconstruction.
Experimental setup
Datasets: TensoIR synthetic dataset Mip-NeRF 360
Benchmarks: TensoIR synthetic dataset Mip-NeRF 360
Metrics: PSNR SSIM LPIPS
Baselines: NeRFactor InvRender NVDiffrec TensoIR GaussianShader GS-IR NeRF++ Instant NGP Mip-NeRF 360 3DGS
Builds on: 3D Gaussian Splatting GS-IR split-sum approximation GOF
Closest papers by meaning
- GS-IR: 3D Gaussian Splatting for Inverse Rendering (CVPR 2024 · similarity 0.94)
- SVG-IR: Spatially-Varying Gaussian Splatting for Inverse Rendering (CVPR 2025 · similarity 0.91)
- Ref-GS: Directional Factorization for 2D Gaussian Splatting (CVPR 2025 · similarity 0.91)
- Inverse Rendering using Multi-Bounce Path Tracing and Reservoir Sampling (ICLR 2025 · similarity 0.90)
- Luminance-GS: Adapting 3D Gaussian Splatting to Challenging Lighting Conditions with View-Adaptive Curve Adjustment (CVPR 2025 · similarity 0.89)
- Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives (CVPR 2025 · similarity 0.89)
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