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Relighting News

The latest Relighting coverage curated for game developers.

GS-PI: An Optimization-Decoupled Appearance Decomposition Approach for Generating PBR Gaussian Assets

arXiv cs.GR details GS-PI, a method for turning Gaussian-splat assets into fully relightable PBR content without per-scene joint optimization. The approach separates appearance decomposition from geometry, then uses diffusion and …

Research arXiv cs.GR · 2 days, 20 hours ago
LightBridge: Feed-Forward Generative Relighting for 3D Gaussian Splatting

LightBridge aims to make relighting 3D Gaussian Splatting assets a one-pass process instead of a per-scene optimization job. The system uses a feed-forward generative pipeline plus a new relighting dataset …

Research arXiv cs.GR · 2 weeks, 3 days ago
ExMesh++: From Multi-View Images to Relightable UV-PBR Mesh Assets via Topology-Adaptive Reconstruction and Decomposition

ExMesh++ turns multi-view photos into editable UV-PBR mesh assets, aiming to skip the usual mesh extraction and texture-baking detour. The staged pipeline adapts topology with vertex split/merge operations, then locks …

Research arXiv cs.GR · 3 weeks, 4 days ago
Luce: Relightable Gaussians for 3D Asset Generation

Luce is a new single-image-to-3D pipeline built around relightable Gaussian assets, aiming to preserve geometry, materials, and fine surface detail in one representation. It targets PBR-ready output with albedo, metallic-roughness, …

Research arXiv cs.GR · 3 weeks, 4 days ago
Intrinsic PAPR: Tackling Misattribution in 3D Intrinsic Decomposition via Proximity Attention Point Rendering

A new intrinsic decomposition method tackles a long-standing misattribution problem in point-based 3D scene reconstruction. Intrinsic PAPR replaces translucent volume aggregation with proximity-aware point rendering so each surface point can …

Research arXiv cs.GR · 3 weeks, 4 days ago
Inter-Reflective Gaussian Splatting for Robust and Efficient Inverse Rendering

IRGS++ pushes Gaussian splatting beyond pretty rasterized views by adding transport-aware inverse rendering for visibility and indirect light. The method targets inter-reflections, glossy and metallic materials, and novel relighting, aiming …

Research arXiv cs.GR · 1 month, 3 weeks ago
OmniX: From Unified Panoramic Generation and Perception to Graphics-Ready 3D Scenes

OmniX turns panoramic generation into a pipeline for graphics-ready 3D scenes, aiming beyond pretty views toward geometry, lighting, and PBR materials. The system repurposes pretrained 2D flow-matching priors with cross-modal …

Research arXiv cs.GR · 1 month, 4 weeks ago
Dynamic Inverse Rendering for Enhanced Material-Lighting Decomposition

A new inverse-rendering method uses rigid object motion to separate material from lighting more reliably. By tracking and reconstructing moving objects, the pipeline gets multiple light-surface interactions from a single …

Research arXiv cs.GR · 2 months, 1 week ago
LightCrafter: PBR-Conditioned Video Diffusion Refinement for Controllable and Consistent Relighting

LightCrafter tackles video relighting by feeding a diffusion model a PBR-rendered proxy instead of the raw footage. That shift aims to keep long-form shots temporally stable while giving artists more …

Research arXiv cs.GR · 2 months, 1 week ago
DANTE-W: Diffuse Albedo Neural Texturing in the Wild

A new neural texturing method targets a long-standing pain point in photogrammetry-style pipelines: baked lighting in captured textures. DANTE-W reconstructs diffuse albedo from unstructured image sets, aiming to preserve material …

Research arXiv cs.GR · 2 months, 2 weeks ago
Intrinsic decomposition and editing of 3D Gaussian splats

A paper from George Drettakis and collaborators extends intrinsic decomposition to 3D Gaussian splats, letting teams separate albedo from shading and edit texture without baking in lighting. The practical win …

Research arXiv cs.GR · 2 months, 2 weeks ago
AEGIR: Modeling Area Emitters for Indoor Inverse Rendering using Gaussian Splatting

AEGIR pushes relightable Gaussian Splatting closer to usable indoor lighting by modeling real area emitters instead of faking them as points or environment maps. That matters for anyone trying to …

Research arXiv cs.GR · 2 months, 3 weeks ago
DR-GS: Physically-Based Deformable and Relightable 2D Gaussians

For graphics teams working with 2D Gaussian splatting, the big change is that DR-GS stops baking lighting into the reconstruction. It separates geometry, illumination, and material so deformed objects can …

Research arXiv cs.GR · 2 months, 3 weeks ago
HAFMat: Hybrid Priors Guided Adaptive Fusion for Single-Image Human Material Estimation

A new arXiv paper tackles single-image human material estimation, a hard problem for relighting and digital human workflows because lighting, shape, and reflectance are tangled together. HAFMat uses hybrid priors …

Research arXiv cs.GR · 3 months ago
ResEdit: Residual embeddings for precise generative image editing

A new diffusion-editing method adds a residual image embedding to improve both identity preservation and edit precision. For teams experimenting with generative tools, the interesting part is that it reduces …

Research arXiv cs.GR · 3 months ago
TRON: Tracing Rays to Orchestrate a Neural Renderer for 3D Gaussian Reconstructions

A new rendering pipeline claims to make captured 3D scenes both editable and photorealistic by combining 3D Gaussian ray tracing with a lightweight neural renderer. The practical angle for graphics …

Research arXiv cs.GR · 3 months, 1 week ago
MaterialClusterGS: Palette-Based Material Decomposition and Physically-Based Relighting with 2D Gaussian Splatting

For graphics programmers, the interesting bit is that this paper moves Gaussian splatting beyond per-primitive BRDF fitting. MaterialClusterGS uses a shared palette of material prototypes plus a continuous material field, …

Research arXiv cs.GR · 3 months, 1 week ago
PTIR-GS: Path-Traced Inverse Rendering with Global Illumination in 3D Gaussian Fields

A new inverse-rendering approach for 3D Gaussian fields tries to close a long-standing gap between training and final rendering. Instead of optimizing materials in screen space, it keeps forward rendering …

Research arXiv cs.GR · 3 months, 1 week ago
GS-ROR$^2$: Bidirectional-guided 3DGS and SDF for Reflective Object Relighting and Reconstruction

For teams working on reflective assets, this paper tackles a real pain point: 3D Gaussian Splatting is fast, but it struggles to produce reliable geometry and relightable surfaces on shiny …

Research arXiv cs.GR · 3 months, 2 weeks ago
RelightAnyone: A Generalized Relightable 3D Gaussian Head Model

Disney Research’s new head-relighting model removes a big capture bottleneck: you no longer need OLAT footage for every subject. It can learn from ordinary single- or multi-view images, then generalize …

Research Disney Research Studios · 3 months, 2 weeks ago
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