Relightable Gaussian Splatting for Virtual Production Using Image-Based Illumination
Adrian Azzarelli,Nantheera Anantrasirichai,James Pollock,David R. Bull

TL;DR
This paper introduces a novel Gaussian Splatting-based framework for 3D reconstruction and relighting in virtual production, leveraging background imagery to enable flexible, high-quality scene editing without environment maps.
Contribution
It presents a VP-specific method that decomposes scenes into appearance and lighting components, capturing reflections and refractions implicitly, improving reconstruction and relighting quality.
Findings
Achieves higher-quality 3D reconstruction compared to baselines.
Enables controllable relighting using background-conditioned Gaussian Splatting.
Operates efficiently with low resource requirements and real-time rendering capabilities.
Abstract
Virtual production (VP) use LED walls to provide both background imagery and image-based lighting. While this enables on-set compositing, it couples lighting to background and scene appearance, limiting flexibility for downstream editing. In addition, inverse rendering conventionally relies on physically-based rendering to estimates 3D geometry and lighting, using environment maps. However, these maps are typically low-resolution and assume far-field lighting. In VP, with near-field and high-resolution image-based lighting, this can lead to inaccuracies and introduce complexities when editing. Addressing this, we propose a VP-specific framework for 3D reconstruction and relighting using Gaussian Splatting. This uses the known background imagery to condition the relighting process. This avoids relying on environment maps and reduces compositing to a background-image editing task. To…
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