Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated great success in modeling reflective 3D objects and their interaction with the environment via deferred rendering (DR). However, existing methods often struggle with correctly reconstructing physical attributes such as albedo and reflectance, and therefore they do not support high-fidelity relighting. Observing that this limitation stems from the lack of shape and material information in RGB images, we present PhyGaP, a physically-grounded 3DGS method that leverages polarization cues to facilitate precise reflection decomposition and visually consistent relighting of reconstructed objects. Specifically, we design a polarimetric deferred rendering (PolarDR) process to model polarization by reflection, and a self-occlusion-aware environment map building technique (GridMap) to resolve indirect lighting of non-convex objects. We validate on multiple synthetic and real-world scenes, including those featuring only partial polarization cues, that PhyGaP not only excels in reconstructing the appearance and surface normal of reflective 3D objects (~2 dB in PSNR and 45.7% in Cosine Distance better than existing RGB-based methods on average), but also achieves state-of-the-art inverse rendering and relighting capability. Our code will be released soon.
Figures & tables
Figure 2: Overview of the PhyGaP pipeline. We represent physically-grounded attributes such as roughness, albedo, IoR and surface normal with 2DGS, and render them into Stokes values via the PolarDR process. Furthermore, we design the GridMap technique to tackle self-occlusion of nonconvex objects. By utilizing polarization cues, we achieve accurate , explicit and disentangled representation of object albedo, diffuse reflection and specular reflection in PhyGaP.
Figure 3: Overview of GridMap. (a) We sample a set of anchor cameras on the object bounding box. (b) For each anchor camera, we ray trace in all directions to blend object color with the global environment map. (c) The resulting local environment map enables more accurate diffuse irradiance computation.
PSNR (dB) ↑
Cosine Distance (CD) ↓
PANDORA
RMVP
SMVP
Mitsuba3
RMVP
SMVP
Mitsuba3
owl
vase
frog
dog
squirrel
snail
david
matpre.
teapot
frog
dog
squirrel
snail
david
matpre.
teapot
R3DG
24.49
25.35
26.56
17.77
19.71
26.97
22.93
25.41
28.30
0.0679
0.1376
0.0916
0.0473
0.1054
0.0795
0.0326
GS-IR
23.76
24.40
31.07
33.33
18.59
27.92
20.47
16.43
21.77
0.0954
0.1523
0.0931
0.0909
0.1005
0.1130
0.0847
GIR
23.81
23.37
28.26
41.10
20.88
23.67
22.78
24.41
27.10
0.0603
0.1674
0.0536
0.0491
0.1307
0.0616
0.0213
3DGS-DR
24.20
26.94
34.68
39.59
20.63
28.46
24.72
24.33
29.07
0.0933
0.1420
0.0484
0.0462
0.1353
0.1069
0.0325
Table 1: Quantitative results of different methods on novel view synthesis ( left ) and surface normal reconstruction ( right ). Best results are highlighted as 1st , 2nd , and 3rd . This visualization applies to all following quantitative assessments.
Figure 4: Visualization of reconstructed surface normal for synthetic ( snail ) and real-world ( frog ) objects.
Figure 5: Qualitative comparison on estimated environment maps.
Figure 6: Comparison on reflection decomposition. Note that PolGS and Ref-Gaussian do not explicitly model object albedo.
Method
Envmap (PSNR ↑ )
Relighting
Teapot
Matpre.
David
PSNR ↑
SSIM ↑
LPIPS ↓
R3DG
-
-
-
11.42
0.916
0.0754
GS-IR
6.70
6.70
6.72
16.90
0.957
0.0359
GIR
10.30
10.73
10.01
18.02
0.960
0.0327
3DGS-DR
6.71
8.26
6.71
-
-
-
Ref-Gaussian
7.51
9.86
8.28
-
-
-
Table 2: Quantitative evaluation of environment map reconstruction and relighting. Left : PSNR of optimized envmaps for different methods on the Mitsuba-rendered dataset. Right : Polarimetric evaluation of david relighted with the sunset envmap. Ablation results are also included. “No PDR” is realized by setting λ1=0 .
Figure 7: Relighting results from different methods. The environment maps are presented at the top. Note that R3DG suffers severe overexposure in the rightmost Brown Photostudio environment.
Figure 8: Examples of our real-world captured data and ( from top-right, clockwise ) the reconstructed surface normal, specular reflection, diffuse reflection, and final rendered results.
Figure 9: Ablation results with and without PolarDR (PDR) and/or GridMap (GM). We observe visible differences in color correctness, albedo quality, and environment map smoothness.
Figure 10: Real-word acquisition samples and reconstruction results. Note that reflection patterns captured by two cameras differ, due to the angular disparity between two LPs. From top to bottom: buddha-room , buddha-corridor , bull-corridor , and figurine-garden .
Methods
PANDORA
RMVP
SMVP
Mitsuba3
owl
vase
frog
dog
squirrel
snail
david
matpre.
teapot
R3DG
0.935 / 0.059
0.962 / 0.052
0.983 / 0.032
0.955 / 0.029
0.915 / 0.071
0.932 / 0.098
0.939 / 0.062
0.968 / 0.047
0.945 / 0.147
GS-IR
0.915 / 0.076
0.929 / 0.091
0.983 / 0.028
0.996 / 0.011
0.898 / 0.088
0.939 / 0.096
0.921 / 0.085
0.903 / 0.085
0.882 / 0.179
GIR
0.931 / 0.058
0.963 / 0.053
0.987 / 0.023
0.999 / 0.003
0.936 / 0.058
0.940 / 0.090
0.949 / 0.051
0.966 / 0.051
0.941 / 0.149
3DGS-DR
0.938 / 0.050
0.971 / 0.040
0.991 / 0.018
0.999 / 0.006
0.933 / 0.057
0.947 / 0.075
0.952 / 0.043
0.968 / 0.046
0.947 / 0.135
Ref-Gaussian
0.924 / 0.064
0.972 / 0.039
0.988 / 0.028
0.999 / 0.008
0.897 / 0.084
0.941 / 0.079
0.950 / 0.049
0.971 / 0.043
0.949 / 0.135
Table 3: SSIM ↑ ( left ) and LPIPS ↓ ( right ) of different methods on novel view synthesis. Best and second best results are indicated by bold and underline fonts respectively.
Figure 11: More qualitative comparison on estimated environment maps. Ground truths for these two scenes ( frog and owl ) are not available.
Methods
RMVP
SMVP
Mitsuba3
frog
dog
squirrel
snail
david
matpre.
teapot
R3DG
17.46
24.86
19.90
13.22
21.12
18.22
11.62
GS-IR
21.35
27.31
21.13
20.86
21.62
22.45
19.26
GIR
15.98
29.74
13.91
14.04
24.18
13.61
7.90
3DGS-DR
19.89
24.96
12.01
13.03
24.06
20.64
9.21
Ref-Gaussian
14.01
27.43
17.12
8.35
21.23
9.01
4.97
Table 4: MAE ↓ of different methods on surface normal reconstruction. Best and second best results are indicated by bold and underline fonts respectively.
Figure 12: Meshes reconstructed by PhyGaP and PolGS. Results for GIR and GS-IR are not presented since their meshes exhibit significantly worse quality due to floating Gaussian points.
Figure 13: Relighting results using SH-based indrect light modeling and our GridMap.
Scene
Chamfer Distance ↓ (mm)
Ours
PolGS
GIR
GS-IR
david
6.535
6.537
62.075
77.032
squirrel
9.527
6.604
13.118
28.148
snail
8.627
9.652
21.847
21.288
Table 5: Chamfer Distance on the SMVP dataset. Optimal results are indicated by bold font.
Figure 14: Cosine distance (CD ↓ , left axis) and PSNR ↑ (right axis) across λ choices. The reported values are indicated by triangles.
Figure 15: Left ground-truth colors for object body and stand . Mid albedo reconstructed using GridMap. Object concavity and self-occlusion result in reddish artifacts. Right albedo reconstructed using near-surface anchor placement. More severe color shifts are observed due to anchors being placed inside the object.
Figure 16: Additional reconstruction results with our model. From top to bottom: david , snail , matpre. , and teapot .
Accurate reconstruction of reflective surfaces remains a fundamental challenge in computer vision, with broad applications in real-time virtual reality and digital content creation. Although 3D Gaussian Splatting (3DGS) enables efficient novel-view rendering with explicit representations, its performance on reflective surfaces still lags behind implicit neural methods, especially in recovering fine geometry and surface normals. To address this gap, we propose PolGS++, a physically-guided polarimetric Gaussian Splatting framework for fast reflective surface reconstruction. Specifically, we integrate a polarized BRDF (pBRDF) model into 3DGS to explicitly decouple diffuse and specular components, providing physically grounded reflectance modeling and stronger geometric cues for reflective surface recovery. Furthermore, we introduce a depth-guided visibility mask acquisition mechanism that enables angle-of-polarization (AoP)-based tangent-space consistency constraints in Gaussian Splatting without costly ray-tracing intersections. This physically guided design improves reconstruction quality and efficiency, requiring only about 10 minutes of training. Extensive experiments on both synthetic and real-world datasets validate the effectiveness of our method.
Yufei Han, Chu Zhou, Youwei Lyu +6
Beijing University of Posts and Telecommunications, China · National Institute of Informatics, Japan · vivo BlueImage Lab, vivo Mobile Communication Co., Ltd., Shanghai, China +2
3D Gaussian Splatting (3DGS) has established itself as a leading technique for 3D reconstruction and novel view synthesis of static scenes, achieving outstanding rendering quality and fast training. However, the method does not explicitly model the scene illumination, making it unsuitable for relighting tasks. Furthermore, 3DGS struggles to reconstruct scenes captured in the wild by unconstrained photo collections featuring changing lighting conditions. In this paper, we present R3GW, a novel method that learns a relightable 3DGS representation of an outdoor scene captured in the wild. Our approach separates the scene into a relightable foreground and a non-reflective background (the sky), using two distinct sets of Gaussians. R3GW models view-dependent lighting effects in the foreground reflections by combining Physically Based Rendering with the 3DGS scene representation in a varying illumination setting. We evaluate our method quantitatively and qualitatively on the NeRF-OSR dataset, offering state-of-the-art performance and enhanced support for physically-based relighting of unconstrained scenes. Our method synthesizes photorealistic novel views under arbitrary illumination conditions. Additionally, our representation of the sky mitigates depth reconstruction artifacts, improving rendering quality at the sky-foreground boundary
Margherita Lea Corona, Wieland Morgenstern, Peter Eisert +1
Fraunhofer Heinrich Hertz Institute, Berlin, Germany · Humboldt Universität zu Berlin, Berlin, Germany
We present SSD-GS, a physically-based relighting framework built upon 3D Gaussian Splatting (3DGS) that achieves high-quality reconstruction and photorealistic relighting under novel lighting conditions. In physically-based relighting, accurately modeling light-material interactions is essential for faithful appearance reproduction. However, existing 3DGS-based relighting methods adopt coarse shading decompositions, either modeling only diffuse and specular reflections or relying on neural networks to approximate shadows and scattering. This leads to limited fidelity and poor physical interpretability, particularly for anisotropic metals and translucent materials. To address these limitations, SSD-GS decomposes reflectance into four components: diffuse, specular, shadow, and subsurface scattering. We introduce a learnable dipole-based scattering module for subsurface transport, an occlusion-aware shadow formulation that integrates visibility estimates with a refinement network, and an enhanced specular component with an anisotropic Fresnel-based model. Through progressive integration of all components during training, SSD-GS effectively disentangles lighting and material properties, even for unseen illumination conditions, as demonstrated on the challenging OLAT dataset. Experiments demonstrate superior quantitative and perceptual relighting quality compared to prior methods and pave the way for downstream tasks, including controllable light source editing and interactive scene relighting. The source code is available at: https://github.com/irisfreesiri/SSD-GS.