Radiometrically Consistent Gaussian Surfels for Inverse Rendering
Kyu Beom Han, Jaeyoon Kim, Woo Jae Kim, Jinhwan Seo, Sung-eui Yoon

TL;DR
This paper introduces Radiometrically Consistent Gaussian Surfels (RadioGS), a novel inverse rendering framework that enforces physical radiometric consistency, enabling accurate material and illumination disentanglement, efficient relighting, and improved performance over existing methods.
Contribution
The paper proposes a physically-based radiometric consistency constraint and integrates it into Gaussian surfels for inverse rendering, enhancing unobserved view supervision and enabling fast relighting.
Findings
RadioGS outperforms existing Gaussian-based inverse rendering methods.
It achieves accurate modeling of inter-reflections and complex illumination effects.
Relighting can be performed within minutes with low computational cost.
Abstract
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…
Peer Reviews
Decision·ICLR 2026 Oral
The paper is well-written. The paper demonstrates state-of-the-art performance on two standard benchmarks (TensoIR, Synthetic4Relight). The quantitative tables and qualitative figures (especially the superior handling of inter-reflections in Figures 1 and 5) convincingly show the benefits of the proposed approach over existing methods. The proposed finetuning-based relighting method is very fast (<10ms), making the framework practical for applications requiring real-time rendering under dynamic
1. A primary concern is the conceptual framing of "radiometric consistency". The paper presents this as a "novel physical constraint", but its fundamental distinction from standard methods for computing indirect illumination, such as path tracing, is unclear. The underlying physical constraint is simply the rendering equation. This method appears to be a form of optimization where a learned or cached representation of global illumination is regularized to match a physically-based render. If this
1. The paper is intuitive and easy to follow. 2. By combining the surfel radiance represented by spherical harmonics with physically based rendered radiance, the idea is straightforward and effective. 3. Through carefully designed loss functions, path tracing, and multi-stage training, the geometry reconstruction and inverse rendering have achieved superior results on multiple datasets.
1. The experimental validation is conducted exclusively at the object level, lacking evaluation on complex scene-level datasets. The scalability of the proposed framework to scene-level settings is a significant concern. The core Monte Carlo sampling strategy, which is computationally intensive even for objects, would likely incur a prohibitive overhead when applied to large-scale scenes with a massive number of Gaussian surfels. 2. The performance of the inverse rendering framework is dependent
1. The paper propose a novel inverse rendering framework where 2DGRT are used to calculate the rendering equation and radiometric consistency loss, which achieve accurate inter-reflection modeling and material estimation 2. The proposed initialization and finetune-based relighting schemes further improve the inverse rendering and relighting performance. 3. Extensive experiments show that the method achieve best performance over inverse rendering baselines.
1. The proposed loss ensures the consistency between the surfel’s outgoing radiance and the PBR result. But it cannot promise that the outgoing radiance $L_G$ is correct in unseen direction. So I'm curious why it can improve the inverse rendering performance. 2. As we are talking about inverse rendering, so the material estimation should be more important than NVS. But according to the albedo PSNR shown in Fig.6, it seems that the performance gain comes more from NVS init. This will weaken the c
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · 3D Shape Modeling and Analysis · Advanced Vision and Imaging
