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TransmissiveGS: Residual-Guided Disentangled Gaussian Splatting for Transmissive Scene Reconstruction and Rendering

NeurIPS 2026 · 3D vision › Gaussian splatting · approach: Compact and efficient Gaussian splatting · 0 citations (OpenAlex)

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Proposes TransmissiveGS, a dual-Gaussian splatting framework that disentangles reflection and transmission in transmissive scenes using multi-view color residuals, a reflection light field, and a high-frequency loss.

Problem

Reconstructing and rendering transmissive scenes is hard because near-field reflections on the transmissive surface entangle with the transmitted content behind it, creating dual geometries and dual radiance per observation.

Approach

Model the scene with reflection Gaussians and scattering Gaussians composited by deferred shading; first fit multi-view consistent content with scattering Gaussians, then use the residual image as implicit geometric supervision for reflection Gaussian normals, and model near-field reflections with a position- and direction-conditioned reflection light field.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Add dual-Gaussian representation (scattering Gaussians alongside reflection Gaussians) (ablation)TransmissiveGS · facadePSNR: 22.98 -> 24.69Helped
Replace near-field reflection light field with environment map reflection (ablation)TransmissiveGS · facadePSNR: 24.69 -> 24.20Hurt
Add decoupled optimization (freezing scattering attributes in Stage II and reflection geometry in Stage III) (ablation)TransmissiveGS · facadePSNR: 23.23 -> 24.69Helped
Add high-frequency loss (ablation)TransmissiveGS · facadePSNR: 24.52 -> 24.69Helped
Residual-guided reflection Gaussian geometry recovery with dual-Gaussian pipelineTransmissiveGS vs prior GS methods · Blender synthetic transmissive surface (7 scenes avg)MAE°: 7.46 vs best baseline Ref-Gaussian 27.24Helped
Full TransmissiveGS vs prior GS methods (3DGS, 2DGS, GaussianShader, Ref-Gaussian, Ref-GS, EnvGS)photorealistic rendering · Blender synthetic and real-world scenes (PSNR)PSNR: best in all 11 scenes, e.g. dome 21.22 vs 20.94 (Ref-Gaussian)Helped

Limitations

Experimental setup

Datasets: NeRF-Casting dataset (compact, hatchback) custom Blender transmissive scenes self-captured real scenes (facade, glazing)

Benchmarks: TransmissiveGS Blender synthetic scenes NeRF-Casting compact and hatchback facade glazing

Metrics: PSNR SSIM LPIPS MAE°

Baselines: 3DGS 2DGS GaussianShader Ref-Gaussian Ref-GS EnvGS

Builds on: 2D Gaussian Splatting EnvGS Ref-GS Fourier feature encoding

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