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AEGIR: Modeling Area Emitters for Indoor Inverse Rendering using Gaussian Splatting

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Inverse rendering requires separating illumination from surface materials, which is highly ambiguous due to their tight coupling in observed images. While Gaussian Splatting is efficient for novel view synthesis, existing relightable methods approximate scene lighting using discrete point lights, global environment maps, or implicit representations. By ignoring the physical spatial extent of real-world emitters, these approaches produce incorrect light attenuation and unrealistic shadows. We present AEGIR (Area Emitters for Gaussian Inverse Rendering), a framework that explicitly models local area emitters within a relightable Gaussian Splatting representation. Joint optimization of emitters, materials, and geometry is challenging due to flexible emitter parameterization, which increases both the number of parameters and the ambiguity between illumination and materials. We address this by introducing a differentiable deferred rendering pipeline that integrates multiple importance sampling with targeted regularization. As a result, AEGIR accurately simulates local light transport and achieves more consistent decomposition. Experiments show that explicit area emitters improve illumination reconstruction and enhance downstream tasks, including novel view synthesis, controlled relighting, and virtual object insertion, particularly in scenes with complex local lighting.

Mohamed Shawky Sabae, Philipp Langsteiner, Jan-Niklas Dihlmann, Hendrik Lensch• 2026

Related benchmarks

TaskDatasetResultRank
Novel View SynthesisReplica
PSNR21.34
205
Novel View SynthesisScanNet++
PSNR18.55
93
Intrinsic DecompositionHypersim
Albedo PSNR20.55
22
Novel View SynthesisFIPT synthetic dataset
PSNR22.83
16
Intrinsic Material DecompositionFIPT Synthetic
Albedo PSNR17.33
5
Novel View SynthesisHypersim
PSNR21.5
5
Novel View SynthesisFIPT-Real
PSNR24.98
5
Pure lighting estimationBitterli’s rendering resources Indoor Lighting
PSNR31.42
3
Pure lighting estimationBitterli’s rendering resources Environment Lighting
PSNR30.22
3
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