Inserting virtual objects into scenes reconstructed via 2D or 3D Gaussian Splatting (2DGS/3DGS) is a key capability for content creation, AR, and synthetic data generation. However, realistic insertion requires the object to be seamlessly lit by the scene and, conversely, to cast physically plausible shadows onto it. Existing approaches either harmonize appearance in image space, sacrificing multi-view consistency, or approximate scene illumination with an environment map at the insertion point, which cannot represent near-field area lights such as windows and lamps that dominate indoor lighting. To address this, we present GraftRay, a unified method for physically consistent insertion of mesh objects into indoor scenes represented by either 2D or 3D Gaussians. We recover scene materials and surface normals with diffusion-based priors, and explicitly model spatially-extended emitters, solving their radiance in closed form. A hybrid renderer then jointly path-traces the scene Gaussians and inserted meshes, producing view-consistent shading, interreflections, and soft shadows. On FIPT, GraftRay sets a new state of the art, outperforming recent baselines such as ComGS and EAG-PT in rendering fidelity and shadow accuracy, while maintaining highly competitive rendering efficiency.
Figures & tables
Figure 2: Overview of GraftRay. From LDR photographs we reconstruct a 3DGS scene (tiles: Gaussians as feature-coloured ellipsoids ∣ render) and lift materials and normals onto it ( Sec. 3.1 ). SAM-marked lights become rectangles ( Sec. 3.2 ); a Gaussian path tracer ( Sec. 3.3 ) renders one basis image per emitter, whose radiances are solved by censored least squares ( Sec. 3.5 ). Objects are inserted by differential compositing ( Sec. 3.6 ).
Synthetic (path-traced ground truth)
Real
Generated
FIPT
NFINITE
FIPT-Real
ScanNet++ ∗
SpAItial ∗
Method
Δ PSNR ↑
Mask ↑
IoU ↑
RMSE ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Δ PSNR ↑
Mask ↑
IoU ↑
RMSE ↓
PSNR ↑
SSIM ↑
LPIPS ↓
VQA ratio ↑
VQA ratio ↑
VQA ratio ↑
DOT3D [ 42 ]
19.33
12.27
0.18
0.39
17.40
0.785
0.409
20.75
11.31
0.16
0.33
20.45
0.861
0.217
0.401
0.443
0.464
MV-CoLight [ 36 ]
25.58
20.27
0.46
0.27
22.90
0.824
0.451
26.53
18.16
0.38
0.19
25.27
0.829
0.332
0.392
0.440
0.509
GS-IR [ 28 ]
26.71
21.18
0.47
0.18
23.81
0.853
0.387
29.10
21.49
0.45
0.17
27.14
0.893
0.210
0.385
0.412
0.478
GI-GS [ 3 ]
26.62
21.48
0.50
0.17
24.16
0.854
0.387
28.19
21.43
0.38
0.20
26.85
0.892
0.210
0.371
0.416
0.512
Table 1: Object insertion. All methods use the same objects, lights and three views per scene. Synthetic scenes are scored against path-traced ground truth ( Δ PSNR, Mask, IoU and RMSE measure the insertion effect); real and generated scenes, which have none, by the no-reference VQAScore ratio. GS-IR, GI-GS, IRGS: their recovered light in our renderer. –: not run. ∗ Three of the twelve real and generated scenes (ScanNet++ 8b5caf3398, a24858e51e; Plant-Wall) use preliminary object placements; GO-Renderer on ScanNet++ is evaluated on a subset of the views.
Figure 3: Qualitative comparison on synthetic scenes , cropped around the inserted objects. First column: input; last: ground truth (denoised for display). Ours reproduces object brightness and contact shadows; the baselines miss shadows or misjudge brightness.
Figure 4: Qualitative comparison on real and generated scenes (columns as in Fig. 3 without ground truth and EAG-PT, which needs linear HDR inputs).
Figure 5: Recovered materials on the FIPT bedroom (ours: RGB ↔ X prior) and scores averaged over the four FIPT rooms (albedo scale-aligned). Grey tiles, –: not produced. GS-IR’s all-zero metallic scores well as only 1 – 6% of the pixels are metal.
Variant
Δ PSNR ↑
Mask ↑
IoU ↑
RMSE ↓
Point lights
26.5
20.5
0.51
0.12
Env. map (PT/3DGS)
27.6/27.4
22.0/20.7
0.56/0.55
0.11/0.12
Bounces 1/2
25.7/30.8
14.5/24.9
0.25/0.63
0.33/0.12
Bounces 3/4
32.9/34.0
28.4/30.2
0.68/0.71
0.10/0.09
GT window geometry
35.4
31.7
0.80
0.08
Size × 0.8/1.25/1.5
34.2/35.4/35.4
31.1/31.4/31.3
0.80
0.08
Table 2: Ablations on the bedroom. Shifts are in the window plane unless marked.
Figure 6: Ablations, qualitative (bedroom), one row per ablation; composites unless marked PT. Point lights over-brighten, an environment map darkens; direct light is far too dark; without the object-to-room bounce the wall misses reflected light; a gray albedo distorts the room (PT), compositing hides it. Last rows: ours and GT, two views.
3D Gaussian Splatting (3DGS) enables high-fidelity reconstruction of scene geometry and appearance. Building on this capability, inserting external mesh objects into reconstructed 3DGS scenes enables interactive editing and content augmentation for immersive applications such as AR/VR, virtual staging, and digital content creation. However, achieving physically consistent lighting and shadows for mesh insertion remains challenging, as it requires accurate scene illumination estimation and multi-view consistent rendering. To address this challenge, we present LightHarmony3D, a novel framework for illumination-consistent mesh insertion in 3DGS scenes. Central to our approach is our proposed generative module that predicts a full 360° HDR environment map at the insertion location via a single forward pass. By leveraging generative priors instead of iterative optimization, our method efficiently captures dominant scene illumination and enables physically grounded shading and shadows for inserted meshes while maintaining multi-view coherence. Furthermore, we introduce the first dedicated benchmark for mesh insertion in 3DGS, providing a standardized evaluation framework for assessing lighting consistency and photorealism. Extensive experiments across multiple real-world reconstruction datasets demonstrate that LightHarmony3D achieves state-of-the-art realism and multi-view consistency.
Tianyu Huang, Zhenyang Ren, Zhenchen Wan +5
The University of Sydney, Sydney, Australia · The University of Melbourne, Melbourne, Australia
We address inverse rendering with 3D Gaussian Splatting (3DGS) by introducing explicit visibility modeling for relighting as well as material and light decomposition. Our approach augments the standard rasterized 3DGS pipeline with a sparse visibility oracle that estimates transmittance-weighted occlusion for Gaussian primitives from sampled lighting directions. This oracle is implemented using a point-based ray tracer accelerated by a bounding volume hierarchy (BVH) and queried sparsely within the inverse-rendering objectives, while the original 3DGS loop is retained for training efficiency, interactive visualization, and tooling compatibility. Shading follows a physically based rendering (PBR) formulation with a principled microfacet bidirectional reflectance distribution function (BRDF) and low-resolution high-dynamic-range (HDR) environment maps. We evaluate our method on the TensoIR synthetic dataset against baselines based on neural radiance fields (NeRFs), tensor representations, and 3DGS. The results show competitive performance and improvements over several earlier baselines for novel-view synthesis (NVS), albedo reconstruction, and relighting. Ablations indicate that explicit visibility modeling is an important contributor to relighting and material-illumination disentanglement, while pure PBR supervision can favor appearance fitting in NVS. Overall, the findings suggest that sparse, point-based visibility queries effectively complement rasterized splatting for inverse rendering while preserving the practical advantages of the 3DGS ecosystem.
Sven Kluge, Oliver Staadt
University of Rostock, Albert-Einstein-Straße 22, 18059 Rostock, Germany
Ray-tracing-based 3D Gaussian splatting (3DGS) methods overcome the limitations of rasterization -- rigid pinhole camera assumptions, inaccurate shadows, and lack of native reflection or refraction -- but remain slower due to the cost of sorting all intersecting Gaussians along every ray. Moreover, existing ray-tracing methods still rely on rasterization-style approximations such as shadow mapping for relightable scenes, undermining the generality that ray tracing promises. We present a differentiable, sorting-free stochastic formulation for ray-traced 3DGS -- the first framework that uses stochastic ray tracing to both reconstruct and render standard and relightable 3DGS scenes. At its core is an unbiased Monte Carlo estimator for pixel-color gradients that evaluates only a small sampled subset of Gaussians per ray, bypassing the need for sorting. For standard 3DGS, our method matches the reconstruction quality and speed of rasterization-based 3DGS while substantially outperforming sorting-based ray tracing. For relightable 3DGS, the same stochastic estimator drives per-Gaussian shading with fully ray-traced shadow rays, delivering notably higher reconstruction fidelity than prior work.
Peiyu Xu, Xin Sun, Krishna Mullia +3
University of Illinois Urbana-Champaign · Adobe Research · Canva Research