GS-ID: Illumination Decomposition on Gaussian Splatting via Adaptive Light Aggregation and Diffusion-Guided Material Priors
About
Gaussian Splatting (GS) has emerged as an effective representation for photorealistic rendering, but the underlying geometry, material, and lighting remain entangled, hindering scene editing. Existing GS-based methods struggle to disentangle these components under non-Lambertian conditions, especially in the presence of specularities and shadows. We propose \textbf{GS-ID}, an end-to-end framework for illumination decomposition that integrates adaptive light aggregation with diffusion-based material priors. In addition to a learnable environment map for ambient illumination, we model spatially-varying local lighting using anisotropic spherical Gaussian mixtures (SGMs) that are jointly optimized with scene content. To better capture cast shadows, we associate each splat with a learnable unit vector that encodes shadow directions from multiple light sources, further improving material and lighting estimation. By combining SGMs with intrinsic priors from diffusion models, GS-ID significantly reduces ambiguity in light-material-geometry interactions and achieves state-of-the-art performance on inverse rendering and relighting benchmarks. Experiments also demonstrate the effectiveness of GS-ID for downstream applications such as relighting and scene composition.
Related benchmarks
| Task | Dataset | Result | Rank | |
|---|---|---|---|---|
| Novel View Synthesis | Replica | PSNR17.05 | 205 | |
| Novel View Synthesis | ScanNet++ | PSNR18.02 | 93 | |
| Intrinsic Decomposition | Hypersim | Albedo PSNR17.67 | 22 | |
| Novel View Synthesis | FIPT synthetic dataset | PSNR18.26 | 16 | |
| Material Decomposition | TensorIR | PSNR33.49 | 7 | |
| Intrinsic Material Decomposition | FIPT Synthetic | Albedo PSNR15.04 | 5 | |
| Novel View Synthesis | Hypersim | PSNR19.47 | 5 | |
| Novel View Synthesis | FIPT-Real | PSNR20.31 | 5 | |
| Pure lighting estimation | Bitterli’s rendering resources Indoor Lighting | PSNR28.35 | 3 | |
| Pure lighting estimation | Bitterli’s rendering resources Environment Lighting | PSNR26.35 | 3 |