Rotated Lights for Consistent and Efficient 2D Gaussians Inverse Rendering
Geng Lin, Matthias Zwicker
TL;DR
Inverse rendering with 2D Gaussian splatting faces color-illumination ambiguity in albedo estimation. The authors introduce RotLight, a rotated-light capture setup, along with a proxy mesh for incident queries and a residual constraint for the radiance cache to better model global illumination. They demonstrate improved albedo fidelity and efficient computation on synthetic and real-world data, with ablations confirming the contributions. The approach provides a practical, scalable path toward robust inverse rendering under rotated lighting and offers data/code for reproducibility.
Abstract
Inverse rendering aims to decompose a scene into its geometry, material properties and light conditions under a certain rendering model. It has wide applications like view synthesis, relighting, and scene editing. In recent years, inverse rendering methods have been inspired by view synthesis approaches like neural radiance fields and Gaussian splatting, which are capable of efficiently decomposing a scene into its geometry and radiance. They then further estimate the material and lighting that lead to the observed scene radiance. However, the latter step is highly ambiguous and prior works suffer from inaccurate color and baked shadows in their albedo estimation albeit their regularization. To this end, we propose RotLight, a simple capturing setup, to address the ambiguity. Compared to a usual capture, RotLight only requires the object to be rotated several times during the process. We show that as few as two rotations is effective in reducing artifacts. To further improve 2DGS-based inverse rendering, we additionally introduce a proxy mesh that not only allows accurate incident light tracing, but also enables a residual constraint and improves global illumination handling. We demonstrate with both synthetic and real world datasets that our method achieves superior albedo estimation while keeping efficient computation.
