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
Figure 1: We introduce RadioGS, a novel inverse rendering framework that models accurate indirect illumination by providing a novel physically-based supervision on unobserved directions. (a) Compared to existing Gaussian-based methods ( Gu et al., 2024 ; Sun et al., 2025 ) , our method provides realistic inter-reflection between the red bulb and the blobs on the yellow lego surface, (b) leading to robust decomposition of scene properties. (c) Our method can also generate realistic indirect illumination on new lighting conditions for real objects from Stanford-ORB dataset ( Kuang et al., 2023 ) .
Figure 2: Overview of our RadioGS. Left: Our radiometric consistency loss Lrad provides physically-based supervision on indirect radiances from views unobserved by image reconstruction loss Lrecon , by enforcing consistency between surfel radiance LG and physically-based rendered (PBR) radiance LGPBR of Gaussian surfels. Radiometric consistency is seamlessly integrated into the inverse rendering framework, guiding Gaussian surfels to obtain physically-based radiance for delivering realistic indirect radiance to other surfels. 2D Gaussian ray tracing is deployed to jointly optimize ray-traced Gaussian surfels with our radiometric consistency loss. Right: Black-dotted arrows show NVS supervision, which leaves the occluded green Gaussian unconstrained. Pink-dotted arrows show our radiometric consistency providing additional supervision on its outgoing radiance along unseen directions (e.g., towards other Gaussian surfels).
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
Table 1: Quantitative comparisons on TensoIR dataset ( Jin et al., 2023 ) . The results are colored in rank as 1st , 2nd , and 3rd . Our method surpasses existing Gaussian-based methods and a NeRF-based method in most metrics, while maintaining the computational efficiency with the average training time of 1 hour. We report our relighting metric using Gaussian ray tracing (Ours) and finetuning-based method (Ours*).
Figure 3: Qualitative result on the “lego” scene of TensoIR dataset . Our method provides enhanced decomposition and realistic relighting results compared to Gaussian-based methods. Specifically, our method shows noticeably robust performance on regions with high geometric complexity, such as the highlighted bucket. Best viewed in zoom.
Figure 4: Relighting results on the “armadillo” scene of TensoIR dataset.
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
Table 2: Quantitative comparisons on Synthetic4Relight dataset.
Figure 5: Qualitative results on the “hotdog” scene of Synthetic4Relight ( Zhang et al., 2022 ) dataset. Our method models natural inter-reflection between the sausages and the buns, showing superior reconstruction performance on highlighted regions. IRGS shows relatively bright and fluctuating indirect illumination, which led to darker albedo reconstruction. SVG-IR models relatively darker indirect illumination, returning brighter albedo reconstruction. Best viewed in zoom.
Figure 6: Ablation studies on our radiometric consistency. The left sub-figure demonstrates how our radiometric consistency loss Lrad provides guidance on radiances towards unobserved views such as the interstices, leading to enhanced albedo reconstruction (red box). Also, our method guides the generation of inter-reflections between the ketchup and the plate (yellow box). The right table contains PSNR metrics for the ablation studies.
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
Appendix
Table 3: Relighting Performance and Rendering cost during relighting on TensoIR dataset.
Figure 7: Qualitative comparison on illumination components on the “hotdog” scene of TensoIR dataset. Best viewed in zoom.
Figure 8: Qualitative comparison on illumination components on the“lego” scene of TensoIR dataset. Best viewed in zoom.
Figure 9: Qualitative comparison on NVS, albedo reconstruction, normal reconstruction, and relighting on the “armadillo” scene of the TensoIR dataset. Best viewed in zoom.
Figure 10: Qualitative comparison on NVS, albedo reconstruction, roughness reconstruction, and relighting on the “jugs” scene of the Synthetic4Relight dataset. Best viewed in zoom.
Figure 11: Qualitative comparison on NVS, albedo reconstruction, roughness reconstruction, and relighting on the “air baloons” scene of the Synthetic4Relight dataset. Best viewed in zoom.
Figure 12: Qualitative comparison on NVS, albedo reconstruction, roughness reconstruction, and relighting on the “chair” scene of the Synthetic4Relight dataset. Best viewed in zoom.
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 Lrad
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
Appendix
Table 4: Quantitative comparison against baselines (IRGS, SVG-IR) and our ablation model on our new dataset. Our method significantly outperforms all baselines in indirect illumination reconstruction.
Figure 13: Qualitative comparison on novel-view synthesis and indirect illumination on our dataset. Best viewed in zoom.
Figure 14: Qualitative comparison on indirect illumination for four different lighting conditions on the “hotdog” scene of our dataset. Best viewed in zoom.
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
Appendix
Table 5: Ablation study on radiometric consistency strategies. We compare our method with baselines using different indirect illumination handling. Best results are highlighted in bold .
Train views
NVS PSNR
Indirect PSNR
Ours
Ours w/o Lrad
Ours
Ours w/o Lrad
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)
Appendix
Table 6: Ablation study on training view scarcity. We report NVS and Indirect PSNR metrics across different subsets of training views. Values in parentheses denote the performance drop relative to the 100% setting.
Ng
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
Appendix
Table 7: Ablation study on the number of surfels ( Ng ) for radiometric consistency. We vary Ng while fixing Ns=64 . Increasing Ng improves quality without affecting rendering cost.
Ns
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
Appendix
Table 8: Ablation study on the number of secondary ray samples ( Ns ). We vary Ns while fixing Ng=2048 . Performance saturates around Ns=64 .
Ng
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
Appendix
Table 9: Rendering cost analysis on MipNeRF360 with varying Ng . We fix Ns=64 . Consistent with TensoIR, Ng does not significantly affect rendering speed.
Ns
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
Appendix
Table 10: Rendering cost analysis on MipNeRF360 with varying Ns . We fix Ng=2048 . Reducing Ns significantly decreases rendering time, allowing for trade-offs between speed and quality.
Figure 15: Qualitative results on the MipNeRF360 dataset. Best viewed in zoom.
Method
NVS PSNR ↑
Albedo PSNR ↑
Relight PSNR ↑
NVS init. + λrad=0 during IR
35.70
30.31
31.51
NVS init.
37.43
30.34
31.66
Ours w/o Lrad ( λrad=0 during IR)
35.82
30.82
31.69
Ours
37.86
31.05
32.09
Appendix
Table 11: Ablation study on initialization strategies. We compare our initialization (Ours) against NVS-based initialization baselines. “NVS init.” denotes NVS pre-training followed by our standard optimization. “during IR” refers to the inverse rendering optimization stage.
Figure 16: Ablation study of our initialization method on the “hotdog” scene of TensoIR dataset.
Figure 17: Qualitative comparison on reconstructed environment map on TensoIR dataset. Best viewed in zoom.
Figure 18: Qualitative comparison on reconstructed environment map on Synthetic4Relight dataset. Best viewed in zoom.
Figure 19: Illustrative figure on how our finetuning-based relighting adapts surfel radiances for new lighting conditions.
Figure 20: Qualitative ablation study on three relighting method: 1) Gaussian ray tracing that queries indirect radiance via split-sum approximation“PBR render (Split-sum)”, 2) Gaussian ray tracing that queries indirect radiance from finetuned surfels “PBR render (Finetuned)”, and 3) direct rasterization with finetuned surfel radiances “Surfel render (Finetuned)”.
Method
Sample Count ( N )
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
Appendix
Table 12: Comparison of rendering speed and memory usage. We compare our finetuned model against the baseline relighting method with varying ray tracing sample counts ( N ). Our method achieves significantly lower rendering time and memory footprint.
University of Kaiserslautern-Landau, Kaiserslautern, Germany · German Research Center for Artificial Intelligence, Kaiserslautern, Germany · University of North Carolina at Chapel Hill, NC, USA +1