view-dependent effect
IBGS: Image-Based Gaussian Splatting
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.
CoDe-NeRF: Neural Rendering via Dynamic Coefficient Decomposition
Xing, Wenpeng, Chen, Jie, Yang, Zaifeng, Zhao, Tiancheng, Li, Gaolei, Lin, Changting, Guo, Yike, Han, Meng
Neural Radiance Fields (NeRF) have shown impressive performance in novel view synthesis, but challenges remain in rendering scenes with complex specular reflections and highlights. Existing approaches may produce blurry reflections due to entanglement between lighting and material properties, or encounter optimization instability when relying on physically-based inverse rendering. In this work, we present a neural rendering framework based on dynamic coefficient decomposition, aiming to improve the modeling of view-dependent appearance. Our approach decomposes complex appearance into a shared, static neural basis that encodes intrinsic material properties, and a set of dynamic coefficients generated by a Coefficient Network conditioned on view and illumination. A Dynamic Radiance Integrator then combines these components to synthesize the final radiance. Experimental results on several challenging benchmarks suggest that our method can produce sharper and more realistic specular highlights compared to existing techniques. We hope that this decomposition paradigm can provide a flexible and effective direction for modeling complex appearance in neural scene representations.
7DGS: Unified Spatial-Temporal-Angular Gaussian Splatting
Gao, Zhongpai, Planche, Benjamin, Zheng, Meng, Choudhuri, Anwesa, Chen, Terrence, Wu, Ziyan
Real-time rendering of dynamic scenes with view-dependent effects remains a fundamental challenge in computer graphics. While recent advances in Gaussian Splatting have shown promising results separately handling dynamic scenes (4DGS) and view-dependent effects (6DGS), no existing method unifies these capabilities while maintaining real-time performance. We present 7D Gaussian Splatting (7DGS), a unified framework representing scene elements as seven-dimensional Gaussians spanning position (3D), time (1D), and viewing direction (3D). Our key contribution is an efficient conditional slicing mechanism that transforms 7D Gaussians into view- and time-conditioned 3D Gaussians, maintaining compatibility with existing 3D Gaussian Splatting pipelines while enabling joint optimization. Experiments demonstrate that 7DGS outperforms prior methods by up to 7.36 dB in PSNR while achieving real-time rendering (401 FPS) on challenging dynamic scenes with complex view-dependent effects. The project page is: https://gaozhongpai.github.io/7dgs/.
6DGS: Enhanced Direction-Aware Gaussian Splatting for Volumetric Rendering
Gao, Zhongpai, Planche, Benjamin, Zheng, Meng, Choudhuri, Anwesa, Chen, Terrence, Wu, Ziyan
Novel view synthesis has advanced significantly with the development of neural radiance fields (NeRF) and 3D Gaussian splatting (3DGS). However, achieving high quality without compromising real-time rendering remains challenging, particularly for physically-based ray tracing with view-dependent effects. Recently, N-dimensional Gaussians (N-DG) introduced a 6D spatial-angular representation to better incorporate view-dependent effects, but the Gaussian representation and control scheme are sub-optimal. In this paper, we revisit 6D Gaussians and introduce 6D Gaussian Splatting (6DGS), which enhances color and opacity representations and leverages the additional directional information in the 6D space for optimized Gaussian control. Our approach is fully compatible with the 3DGS framework and significantly improves real-time radiance field rendering by better modeling view-dependent effects and fine details. Experiments demonstrate that 6DGS significantly outperforms 3DGS and N-DG, achieving up to a 15.73 dB improvement in PSNR with a reduction of 66.5% Gaussian points compared to 3DGS. The project page is: https://gaozhongpai.github.io/6dgs/