LumiGauss: Relightable Gaussian Splatting in the Wild
Joanna Kaleta, Kacper Kania, Tomasz Trzcinski, Marek Kowalski
TL;DR
LumiGauss tackles the challenge of decoupling illumination from geometry in unconstrained photo collections by leveraging 2D Gaussian Splatting to model scenes and environment lighting. It introduces per-Gaussian radiance transfer via spherical harmonics to capture shadows, along with an environment-map prediction module guided by learned embeddings, enabling relighting under novel light conditions and viewpoints. The approach yields high-fidelity reconstructions, realistic shadows, and seamless integration with graphics engines through fast precomputed radiance transfer, validated on the NeRF-OSR dataset with favorable comparisons to baselines. This work advances practical inverse rendering in the wild, offering a scalable pathway to relightable 3D assets from casual imagery.
Abstract
Decoupling lighting from geometry using unconstrained photo collections is notoriously challenging. Solving it would benefit many users as creating complex 3D assets takes days of manual labor. Many previous works have attempted to address this issue, often at the expense of output fidelity, which questions the practicality of such methods. We introduce LumiGauss - a technique that tackles 3D reconstruction of scenes and environmental lighting through 2D Gaussian Splatting. Our approach yields high-quality scene reconstructions and enables realistic lighting synthesis under novel environment maps. We also propose a method for enhancing the quality of shadows, common in outdoor scenes, by exploiting spherical harmonics properties. Our approach facilitates seamless integration with game engines and enables the use of fast precomputed radiance transfer. We validate our method on the NeRF-OSR dataset, demonstrating superior performance over baseline methods. Moreover, LumiGauss can synthesize realistic images for unseen environment maps. Our code: https://github.com/joaxkal/lumigauss.
