GS-IR: 3D Gaussian Splatting for Inverse Rendering
Zhihao Liang, Qi Zhang, Ying Feng, Ying Shan, Kui Jia
TL;DR
GS-IR introduces a forward-mapping 3D Gaussian Splatting pipeline for inverse rendering that jointly recovers geometry, materials, and unknown illumination from multi-view images. It tackles key challenges with depth-derivation based normal regularization and baking-based occlusion to model indirect lighting, enabling efficient physically-based relighting and material editing. The method achieves state-of-the-art or competitive results on synthetic and real datasets while significantly speeding up training relative to baselines. Limitations include SH-based indirect illumination being low-frequency and incomplete modeling of specular indirect lighting, suggesting directions like screen-space GI for future work.
Abstract
We propose GS-IR, a novel inverse rendering approach based on 3D Gaussian Splatting (GS) that leverages forward mapping volume rendering to achieve photorealistic novel view synthesis and relighting results. Unlike previous works that use implicit neural representations and volume rendering (e.g. NeRF), which suffer from low expressive power and high computational complexity, we extend GS, a top-performance representation for novel view synthesis, to estimate scene geometry, surface material, and environment illumination from multi-view images captured under unknown lighting conditions. There are two main problems when introducing GS to inverse rendering: 1) GS does not support producing plausible normal natively; 2) forward mapping (e.g. rasterization and splatting) cannot trace the occlusion like backward mapping (e.g. ray tracing). To address these challenges, our GS-IR proposes an efficient optimization scheme that incorporates a depth-derivation-based regularization for normal estimation and a baking-based occlusion to model indirect lighting. The flexible and expressive GS representation allows us to achieve fast and compact geometry reconstruction, photorealistic novel view synthesis, and effective physically-based rendering. We demonstrate the superiority of our method over baseline methods through qualitative and quantitative evaluations on various challenging scenes.
