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OMG: Opacity Matters in Material Modeling with Gaussian Splatting

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

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Adds a material-dependent cross-section MLP to 3DGS opacity (Beer-Lambert-inspired) so material parameters receive gradients from alpha, improving inverse rendering when plugged into three 3DGS baselines.

Problem

3D Gaussian Splatting-based inverse rendering treats opacity as a standalone parameter independent of material properties, leaving material estimation under-constrained.

Approach

Multiply each Gaussian's opacity by a learned cross-section term produced by a small MLP from material properties, with alpha = 1 - exp(-o G f(m)) following the Bouguer-Beer-Lambert law, so material gradients also come from opacity.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Add OMG material-dependent opacity modelingR3DG · Synthetic4RelightPSNR (novel view synthesis): 34.07 -> 34.47Helped
Add OMG material-dependent opacity modelingR3DG · Synthetic4RelightMSE (roughness): 0.011 -> 0.007Helped
Add OMG material-dependent opacity modelingGaussianShader · Shiny BlenderPSNR: 30.77 -> 31.07Helped
Add OMG material-dependent opacity modelingGaussianShader · Glossy SyntheticPSNR: 27.25 -> 27.68Helped
Add OMG material-dependent opacity modelingGS-IR · MIP-NeRF 360PSNR (average): 25.38 -> 25.85Helped
Add OMG material-dependent opacity modelingGS-IR · MIP-NeRF 360LPIPS (Flowers scene): 0.368 -> 0.401Hurt
Add OMG material-dependent opacity modelingGS-IR · MIP-NeRF 360PSNR (Flowers scene): 20.43 -> 20.16Hurt

Surprising findings

Limitations

Experimental setup

Datasets: Synthetic4Relight Shiny Blender Glossy Synthetic MIP-NeRF 360

Benchmarks: Synthetic4Relight Shiny Blender Glossy Synthetic MIP-NeRF 360

Metrics: PSNR SSIM LPIPS MSE MAE

Baselines: GaussianShader GS-IR R3DG

Builds on: 3D Gaussian Splatting Bouguer-Beer-Lambert law GaussianShader GS-IR R3DG

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