TranSplat: Instant Cross-Scene Object Relighting in Gaussian Splatting via Spherical Harmonic Transfer
Boyang Yu, Yanlin Jin, Yun He, Akshat Dave, Guha Balakrishnan
TL;DR
TranSplat introduces a fast, object-level relighting method for Gaussian Splatting by leveraging a spherical-harmonic radiance-transfer identity. It infers spatially varying source and target environment maps from GS representations and directly modulates per-Gaussian SH coefficients, avoiding explicit BRDF estimation or iterative inverse rendering. A per-Gaussian shading-map approach and a lightweight shadow-baking step enhance realism in cross-scene insertions. Experiments on synthetic and real scenes show competitive relighting accuracy with orders-of-magnitude faster runtimes than traditional inverse-rendering baselines, enabling near real-time cross-scene object transfers.
Abstract
We present TranSplat, a method for fast and accurate object relighting for the 3D Gaussian Splatting (GS) framework when transferring a 3D object from a source GS scene to a target GS scene. TranSplat is based on a theoretical radiance transfer identity for cross-scene relighting of objects with radially symmetric BRDFs that involves only taking simple products of spherical harmonic appearance coefficients of the object, source, and target environment maps without any explicit computation of scene quantities (e.g., the BRDFs themselves). TranSplat is the first method to demonstrate how this theoretical identity may be used to perform relighting within the GS framework, and furthermore, by automatically inferring unknown source and target environment maps directly from the source and target scene GS representations. We evaluated TranSplat on several synthetic and real-world scenes and objects, demonstrating comparable 3D object relighting performance to recent conventional inverse rendering-based GS methods with a fraction of their runtime. While TranSplat is theoretically best-suited for radially symmetric BRDFs, results demonstrate that TranSplat still offers perceptually realistic renderings on real scenes and opens a valuable, lightweight path forward to relighting with the GS framework.
