Physically Based Rendering

Overview

Physically based rendering studies how light travels through a scene and interacts with surfaces and participating materials to create an image. Forward methods use rendering equations, BRDFs, ray tracing, and spectral or polarization models, while inverse rendering estimates geometry, materials, and lighting from images. Neural methods, Gaussian representations, and differentiable renderers increasingly combine learned priors with explicit physical models for faster reconstruction and relighting. A central challenge is balancing physical consistency and editable scene properties with speed, sparse observations, and the complexity of effects such as indirect light, reflection, and translucency.

Latest papers

41 papers8 papers in the last four weeks, against 1 the four weeks before. 0.0% of all new papers.

Mar 30, 2026

UltraG-Ray: Physics-Based Gaussian Ray Casting for Novel Ultrasound View Synthesis

Novel view synthesis (NVS) in ultrasound has gained attention as a technique for generating anatomically plausible views beyond the acquired frames, offering new capabilities for training clinicians or data augmentation. However, current methods struggle with complex tissue and view-dependent acoustic effects. Physics-based NVS aims to address these limitations by including the ultrasound image formation process into the simulation. Recent approaches combine a learnable implicit scene representation with an ultrasound-specific rendering module, yet a substantial gap between simulation and reality remains. In this work, we introduce UltraG-Ray, a novel ultrasound scene representation based on a learnable 3D Gaussian field, coupled to an efficient physics-based module for B-mode synthesis. We explicitly encode ultrasound-specific parameters, such as attenuation and reflection, into a Gaussian-based spatial representation and realize image synthesis within a novel ray casting scheme. In contrast to previous methods, this approach naturally captures view-dependent attenuation effects, thereby enabling the generation of physically informed B-mode images with increased realism. We compare our method to state-of-the-art and observe consistent gains in image quality metrics (up to 15% increase on MS-SSIM), demonstrating clear improvement in terms of realism of the synthesized ultrasound images.
Mar 23, 2026

GTSR: Subsurface Scattering Awared 3D Gaussians for Translucent Surface Reconstruction

Reconstructing translucent objects from multi-view images is a difficult problem. Previously, researchers have used differentiable path tracing and the neural implicit field, which require relatively large computational costs. Recently, many works have achieved good reconstruction results for opaque objects based on a 3DGS pipeline with much higher efficiency. However, such methods have difficulty dealing with translucent objects, because they do not consider the optical properties of translucent objects. In this paper, we propose a novel 3DGS-based pipeline (GTSR) to reconstruct the surface geometry of translucent objects. GTSR combines two sets of Gaussians, surface and interior Gaussians, which are used to model the surface and scattering color when lights pass translucent objects. To render the appearance of translucent objects, we introduce a method that uses the Fresnel term to blend two sets of Gaussians. Furthermore, to improve the reconstructed details of non-contour areas, we introduce the Disney BSDF model with deferred rendering to enhance constraints of the normal and depth. Experimental results demonstrate that our method outperforms baseline reconstruction methods on the NeuralTO Syn dataset while showing great real-time rendering performance. We also extend the dataset with new translucent objects of varying material properties and demonstrate our method can adapt to different translucent materials.
Mar 23, 2026

RefracGS: Novel View Synthesis Through Refractive Water Surfaces with 3D Gaussian Ray Tracing

Novel view synthesis (NVS) through non-planar refractive surfaces presents fundamental challenges due to severe, spatially varying optical distortions. While recent representations like NeRF and 3D Gaussian Splatting (3DGS) excel at NVS, their assumption of straight-line ray propagation fails under these conditions, leading to significant artifacts. To overcome this limitation, we introduce RefracGS, a framework that jointly reconstructs the refractive water surface and the scene beneath the interface. Our key insight is to explicitly decouple the refractive boundary from the target objects: the refractive surface is modeled via a neural height field, capturing wave geometry, while the underlying scene is represented as a 3D Gaussian field. We formulate a refraction-aware Gaussian ray tracing approach that accurately computes non-linear ray trajectories using Snell's law and efficiently renders the underlying Gaussian field while backpropagating the loss gradients to the parameterized refractive surface. Through end-to-end joint optimization of both representations, our method ensures high-fidelity NVS and view-consistent surface recovery. Experiments on both synthetic and real-world scenes with complex waves demonstrate that RefracGS outperforms prior refractive methods in visual quality, while achieving 15x faster training and real-time rendering at 200 FPS. The project page for RefracGS is available at https://yimgshao.github.io/refracgs/.
Mar 14, 2026

PhyGaP: Physically-Grounded Gaussians with Polarization Cues

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.
Mar 12, 2026

AstroSplat: Physics-Based Gaussian Splatting for Rendering and Reconstruction of Small Celestial Bodies

Image-based surface reconstruction and characterization are crucial for missions to small celestial bodies (e.g., asteroids), as it informs mission planning, navigation, and scientific analysis. Recent advances in Gaussian splatting enable high-fidelity neural scene representations but typically rely on a spherical harmonic intensity parameterization that is strictly appearance-based and does not explicitly model material properties or light-surface interactions. We introduce AstroSplat, a physics-based Gaussian splatting framework that integrates planetary reflectance models to improve the autonomous reconstruction and photometric characterization of small-body surfaces from in-situ imagery. The proposed framework is validated on real imagery taken by NASA's Dawn mission, where we demonstrate superior rendering performance and surface reconstruction accuracy compared to the typical spherical harmonic parameterization.
Mar 11, 2026

PolGS++: Physically-Guided Polarimetric Gaussian Splatting for Fast Reflective Surface Reconstruction

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.
Mar 5, 2026

Physically Accurate Differentiable Inverse Rendering for Radio Frequency Digital Twin

Digital twins, virtual simulated replicas of physical scenes, are transforming system design across industries. However, their potential in radio frequency (RF) systems has been limited by the non-differentiable nature of conventional RF simulators. The visibility of propagation paths causes severe discontinuities, and differentiable rendering techniques from computer graphics cannot easily transfer due to point-source antennas and dominant specular reflections. In this paper, we present RFDT, a physically based differentiable RF simulation framework that enables gradient-based interaction between virtual and physical worlds. RFDT resolves discontinuities with a physically grounded edge-diffraction transition function, and mitigates non-convexity from Fourier-domain processing through a signal domain transform surrogate. Our implementation demonstrates RFDT's ability to accurately reconstruct digital twins from real RF measurements. Moreover, RFDT can augment diverse downstream applications, such as test-time adaptation of machine learning-based RF sensing and physically constrained optimization of communication systems.
Mar 3, 2026

Generalized non-exponential Gaussian splatting

In this work we generalize 3D Gaussian splatting (3DGS) to a wider family of physically-based alpha-blending operators. 3DGS has become the standard de-facto for radiance field rendering and reconstruction, given its flexibility and efficiency. At its core, it is based on alpha-blending sorted semitransparent primitives, which in the limit converges to the classic radiative transfer function with exponential transmittance. Inspired by recent research on non-exponential radiative transfer, we generalize the image formation model of 3DGS to non-exponential regimes. Based on this generalization, we use a quadratic transmittance to define sub-linear, linear, and super-linear versions of 3DGS, which exhibit faster-than-exponential decay. We demonstrate that these new non-exponential variants achieve similar quality than the original 3DGS but significantly reduce the number of overdraws, which result on speed-ups of up to 4×4\times in complex real-world captures, on a ray-tracing-based renderer.
Mar 2, 2026

Radiometrically Consistent Gaussian Surfels for Inverse Rendering

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.
Feb 21, 2026

Spectral Rendering Without a Spectral Renderer: Learned Spectral Codes for RGB Pipelines

Spectral rendering reproduces the wavelength-dependent appearance that RGB rendering cannot: metamerism, colour shifts under spectrally rich illumination, coloured glass, metallic reflection and subsurface scattering. It requires a spectrally aware renderer, but the rendering ecosystem is predominantly RGB: game engines, cloud render farms, GPU rasterisers and most offline renderers consume RGB alone, with no access to the internal wavelength propagation that spectral rendering relies on. We introduce learned spectral codes, a compact linear representation that enables general spectral rendering through unmodified RGB pipelines. A trained encoder compresses any visible-range spectral quantity into a small latent vector; the codes are packed as RGB triplets and processed by an off-the-shelf RGB renderer. The codec preserves the arithmetic of light transport, exactly for scaling and addition and approximately for element-wise products, so two standard RGB passes suffice to produce results closely matching a full spectral rendering. The same codec handles reflectance, illumination, coloured glass, conductors, and participating media: one pipeline across material classes, with no per-material modification to the renderer. Where spectral asset data is unavailable, lightweight neural upsamplers bridge legacy RGB inputs to the latent space. Across diverse materials and illumination, the method yields substantial quality improvements on the cases where RGB rendering fails most visibly, at rendering cost comparable to efficient spectral-sampling techniques and with no changes to the renderer.
Dec 10, 2025

GAINS: Gaussian-based Inverse Rendering from Sparse Multi-View Captures

Recent advances in Gaussian Splatting-based inverse rendering extend Gaussian primitives with shading parameters and physically grounded light transport, enabling high-quality material recovery from dense multi-view captures. However, the accuracy of these methods degrades under sparse-view settings, where limited observations lead to severe ambiguity between geometry, reflectance, and lighting. We introduce GAINS (Gaussian-based Inverse rendering from Sparse multi-view captures), a two-stage inverse rendering framework that leverages foundation models as priors to stabilize geometry and material estimation. The core technical contribution of this paper is an inverse rendering framework that unifies foundation model priors with physically-based representations in an optimization scheme. GAINS first refines geometry using monocular depth, normal, and diffusion priors, and then employs segmentation, intrinsic image decomposition (IID), and diffusion priors to regularize material recovery. Extensive experiments on synthetic and real-world datasets show that GAINS significantly improves material parameter accuracy, relighting quality, and novel-view synthesis compared to state-of-the-art Gaussian-based inverse rendering methods. While GAINS outperforms and remains competitive across a wide range of objects captured with 4 to 32 cameras, the improvement is particularly pronounced under sparse-view settings, where ambiguity is high and learning-based priors become especially beneficial. Project page: https://patrickbail.github.io/gains/