IBGS: Image-Based Gaussian Splatting
About
3D Gaussian Splatting (3DGS) has recently emerged as a fast, high-quality method for novel view synthesis (NVS). However, its use of low-degree spherical harmonics limits its ability to capture spatially varying color and view-dependent effects such as specular highlights. Existing works augment Gaussians with either a global texture map, which struggles with complex scenes, or per-Gaussian texture maps, which introduces high storage overhead. We propose Image-Based Gaussian Splatting, an efficient alternative that leverages high-resolution source images for fine details and view-specific color modeling. Specifically, we model each pixel color as a combination of a base color from standard 3DGS rendering and a learned residual inferred from neighboring training images. This promotes accurate surface alignment and enables rendering images of high-frequency details and accurate view-dependent effects. Experiments on standard NVS benchmarks show that our method significantly outperforms prior Gaussian Splatting approaches in rendering quality, without increasing the storage footprint.
Related benchmarks
| Task | Dataset | Result | Rank | |
|---|---|---|---|---|
| Novel View Synthesis | Mip-NeRF 360 | PSNR28.29 | 98 | |
| Novel View Synthesis | Deep Blending | SSIM89.9 | 51 | |
| Novel View Synthesis | Mip-NeRF 360 | Rendering Time (min)43 | 7 | |
| Novel View Synthesis | Tanks&Temples | Time (min)24 | 7 | |
| Novel View Synthesis | Deep Blending | Time (min)37 | 7 | |
| Novel View Synthesis | Shiny Guitars scene | PSNR35.78 | 3 | |
| Novel View Synthesis | Shiny Lab scene | PSNR35.06 | 3 | |
| Novel View Synthesis | Shiny CD scene | PSNR35.23 | 3 |