Radiometrically Consistent Gaussian Surfels for Inverse Rendering
Organizations: School of Computing, Korea Advanced Institute of Science and Technology, Daejeon, South Korea
Abstract
Inverse rendering with Gaussian Splatting has advanced rapidly, but accurately disentangling material properties from complex global illumination effects, particularly indirect illumination, remains a major challenge. Existing methods often query indirect radiance from Gaussian primitives pre-trained for novel-view synthesis. However, these pre-trained Gaussian primitives are supervised only towards limited training viewpoints, thus lack supervision for modeling indirect radiances from unobserved views. To address this issue, we introduce radiometric consistency, a novel physically-based constraint that provides supervision towards unobserved views by minimizing the residual between each Gaussian primitive's learned radiance and its physically-based rendered counterpart. Minimizing the residual for unobserved views establishes a self-correcting feedback loop that provides supervision from both physically-based rendering and novel-view synthesis, enabling accurate modeling of inter-reflection. We then propose Radiometrically Consistent Gaussian Surfels (RadioGS), an inverse rendering framework built upon our principle by efficiently integrating radiometric consistency by utilizing Gaussian surfels and 2D Gaussian ray tracing. We further propose a finetuning-based relighting strategy that adapts Gaussian surfel radiances to new illuminations within minutes, achieving low rendering cost (<10ms). Extensive experiments on existing inverse rendering benchmarks show that RadioGS outperforms existing Gaussian-based methods in inverse rendering, while retaining the computational efficiency.
Figures & tables
| Method | Novel View Synthesis | Normal | Albedo | Relight | Training | ||||||
| PSNR | SSIM | LPIPS | MAE | PSNR | SSIM | LPIPS | PSNR | SSIM | LPIPS | hours | |
| TensoIR | 35.09 | 0.976 | 0.040 | 4.100 | 29.27 | 0.950 | 0.085 | 28.58 | 0.944 | 0.081 | 4 |
| GS-IR | 35.33 | 0.974 | 0.039 | 4.948 | 29.94 | 0.921 | 0.100 | 24.37 | 0.885 | 0.096 | 0.5 |
| GI-GS | 36.75 | 0.972 | 0.037 | 5.253 | 29.90 | 0.921 | 0.099 | 24.70 | 0.886 | 0.106 | 0.5 |
| R3DG | 33.35 | 0.964 | 0.041 | 5.927 | 29.27 | 0.951 | 0.078 | 27.37 | 0.909 | 0.083 | 1.1 |
| IRGS | 35.43 | 0.964 | 0.049 | 4.209 | 30.62 | 0.956 | 0.072 | 29.91 | 0.935 | 0.076 | 0.9 |
| Method | NVS | Roughness | Albedo | Relight |
| PSNR | MSE | PSNR | PSNR | |
| R3DG | 34.10 | 0.010 | 28.65 | 33.12 |
| IRGS | 34.44 | 0.008 | 30.50 | 34.35 |
| SVG-IR | 34.14 | 0.009 | 29.06 | 32.59 |
| Ours | 34.98 | 0.011 | 30.69 | 34.87 |
Appendix figures & tables24 assets
Supplementary material from the paper’s appendix.
Appendix
| Method | Relight | Rendering | ||
| PSNR | SSIM | LPIPS | ms | |
| IRGS | 29.91 | 0.935 | 0.076 | 1090 |
| SVG-IR | 31.10 | 0.946 | 0.056 | 82.48 |
| PBR split-sum | 32.09 | 0.953 | 0.048 | 38.64 |
| PBR finetuned | 31.59 | 0.952 | 0.049 | 38.29 |
| Surfel finetuned | 31.41 | 0.948 | 0.052 | 5.902 |
| Method | NVS | Indirect Illumination | Geometry | Albedo | ||||||
| PSNR | SSIM | LPIPS | PSNR | SSIM | LPIPS | Normal MAE | PSNR | SSIM | LPIPS | |
| IRGS | 35.0982 | 0.9660 | 0.0436 | 24.2219 | 0.8792 | 0.1092 | 4.1835 | 30.0931 | 0.9521 | 0.0752 |
| SVG-IR | 36.9634 | 0.9786 | 0.0266 | 30.9747 | 0.9134 | 0.0843 | 4.2624 | 29.7354 | 0.9309 | 0.0822 |
| Ours w/o | 36.3471 | 0.9764 | 0.0276 | 30.0954 | 0.9161 | 0.0752 | 3.8332 | 30.3425 | 0.9470 | 0.0760 |
| Ours | 37.8519 | 0.9822 | 0.0212 | 32.8832 | 0.9266 | 0.0726 | 3.6048 | 30.6224 | 0.9502 | 0.0744 |
| Method | NVS | Geometry | Albedo | Relighting | ||||||
| PSNR | SSIM | LPIPS | Normal MAE | PSNR | SSIM | LPIPS | PSNR | SSIM | LPIPS | |
| Split-sum | 36.659 | 0.9800 | 0.0254 | 4.0066 | 27.471 | 0.9339 | 0.0828 | 28.816 | 0.9371 | 0.0575 |
| RT Precompute | 35.547 | 0.9728 | 0.0332 | 3.7138 | 30.523 | 0.9481 | 0.0750 | 31.965 | 0.9516 | 0.0496 |
| RT w/o Diff. | 37.252 | 0.9789 | 0.0275 | 3.6946 | 30.673 | 0.9507 | 0.0732 | 32.050 | 0.9524 | 0.0484 |
| Ours | 37.858 | 0.9801 | 0.0266 | 3.6889 | 31.048 | 0.9523 | 0.0719 | 32.092 | 0.9533 | 0.0478 |
| Train views | NVS PSNR | Indirect PSNR | ||
| Ours | Ours w/o | Ours | Ours w/o | |
| 100% | 37.85 | 36.35 | 32.88 | 30.10 |
| 50% | 37.54 (-0.31) | 35.81 (-0.54) | 32.79 (-0.09) | 29.15 (-0.95) |
| 25% | 36.79 (-1.06) | 34.65 (-1.70) | 32.71 (-0.17) | 27.89 (-2.21) |
| NVS | Geometry | Albedo | Relight | Render | |||||||
| PSNR | SSIM | LPIPS | Normal MAE | PSNR | SSIM | LPIPS | PSNR | SSIM | LPIPS | (ms) | |
| 1024 | 37.8206 | 0.9799 | 0.0268 | 3.6900 | 30.9137 | 0.9518 | 0.0730 | 32.0569 | 0.9529 | 0.0481 | 38.5 |
| 2048 (Ours) | 37.8580 | 0.9801 | 0.0266 | 3.6889 | 31.0479 | 0.9521 | 0.0721 | 32.0920 | 0.9533 | 0.0478 | 38.6 |
| 4096 | 37.8707 | 0.9802 | 0.0264 | 3.6852 | 31.0495 | 0.9522 | 0.0721 | 32.1112 | 0.9532 | 0.0478 | 38.7 |
| 8192 | 37.8799 | 0.9802 | 0.0263 | 3.6834 | 31.0507 | 0.9523 | 0.0720 | 32.1294 | 0.9533 | 0.0477 | 38.5 |
| NVS | Geometry | Albedo | Relight | Render | |||||||
| PSNR | SSIM | LPIPS | Normal MAE | PSNR | SSIM | LPIPS | PSNR | SSIM | LPIPS | (ms) | |
| 16 | 37.4199 | 0.9792 | 0.0275 | 3.7174 | 30.8656 | 0.9505 | 0.0735 | 32.1684 | 0.9518 | 0.0494 | 16.2 |
| 32 | 37.8125 | 0.9799 | 0.0268 | 3.6979 | 30.9014 | 0.9510 | 0.0730 | 32.1537 | 0.9528 | 0.0483 | 22.6 |
| 64 (Ours) | 37.8707 | 0.9802 | 0.0264 | 3.6852 | 31.0479 | 0.9521 | 0.0721 | 32.1112 | 0.9532 | 0.0478 | 38.6 |
| 128 | 37.6548 | 0.9798 | 0.0268 | 3.6821 | 30.9563 | 0.9512 | 0.0728 | 31.9768 | 0.9526 | 0.0480 | 58.3 |
| Average (ms) | Bonsai (ms) | Counter (ms) | Kitchen (ms) | Room (ms) | |
| 1024 | 81.23 | 77.37 | 72.38 | 86.81 | 88.43 |
| 2048 (Ours) | 81.40 | 77.78 | 72.95 | 84.29 | 90.56 |
| 4096 | 81.69 | 78.87 | 72.19 | 85.28 | 90.41 |
| 8192 | 81.53 | 77.75 | 73.34 | 85.22 | 89.82 |
| 16384 | 81.86 | 77.75 | 73.24 | 86.08 | 90.38 |
| Average (ms) | Bonsai (ms) | Counter (ms) | Kitchen (ms) | Room (ms) | |
| 16 | 24.57 | 23.49 | 23.86 | 26.07 | 24.85 |
| 32 | 43.43 | 42.00 | 39.32 | 47.31 | 45.10 |
| 64 (Ours) | 81.40 | 77.78 | 72.95 | 84.29 | 90.56 |
| Method | NVS PSNR | Albedo PSNR | Relight PSNR |
| NVS init. + during IR | 35.70 | 30.31 | 31.51 |
| NVS init. | 37.43 | 30.34 | 31.66 |
| Ours w/o ( during IR) | 35.82 | 30.82 | 31.69 |
| Ours | 37.86 | 31.05 | 32.09 |
| Method | Sample Count ( ) | Rendering (ms) | VRAM (MB) |
| Ours (Finetuned) | - | 5.90 | 308.2 |
| Baseline (Ray Tracing) | 64 | 38.64 | 1512.6 |
| 128 | 58.31 | 2523.3 | |
| 256 | 86.99 | 4589.5 |
Inverse Rendering
Inverse rendering estimates scene geometry, materials, lighting, and other causes of images from observed visual or sensor data.
See all 69 papers