3D Gaussian Inverse Rendering with Approximated Global Illumination
Zirui Wu, Jianteng Chen, Laijian Li, Shaoteng Wu, Zhikai Zhu, Kang Xu, Martin R. Oswald, Jie Song
TL;DR
This work enables realistic, editable rendering for Gaussian Splatting by introducing a screen-space ray tracing pipeline that estimates one-bounce global illumination directly from G-buffers. By augmenting each Gaussian with Disney BRDF parameters and performing deferred shading, the method captures direct illumination, while a Monte-Carlo screen-space pass accounts for indirect lighting without full scene traversal. The approach uses depth-based normals for stable shading, a split-sum BRDF approximation with a learnable environment map, and a lightweight SSR step to maintain real-time performance. Extensive qualitative and quantitative evaluations on underground garage and campus scenes demonstrate faithful reconstructions, intuitive editing (object insertion, relighting, material changes), and competitive rendering speed, with limitations noted in non-differentiable SSR and distant outdoor lighting scenarios.
Abstract
3D Gaussian Splatting shows great potential in reconstructing photo-realistic 3D scenes. However, these methods typically bake illumination into their representations, limiting their use for physically-based rendering and scene editing. Although recent inverse rendering approaches aim to decompose scenes into material and lighting components, they often rely on simplifying assumptions that fail when editing. We present a novel approach that enables efficient global illumination for 3D Gaussians Splatting through screen-space ray tracing. Our key insight is that a substantial amount of indirect light can be traced back to surfaces visible within the current view frustum. Leveraging this observation, we augment the direct shading computed by 3D Gaussians with Monte-Carlo screen-space ray-tracing to capture one-bounce indirect illumination. In this way, our method enables realistic global illumination without sacrificing the computational efficiency and editability benefits of 3D Gaussians. Through experiments, we show that the screen-space approximation we utilize allows for indirect illumination and supports real-time rendering and editing. Code, data, and models will be made available at our project page: https://wuzirui.github.io/gs-ssr.
