Sign inGet started
Paper · arXiv

VisibilitySplat: Ray-Traced Occlusion for Relighting with 3D Gaussian Splatting

We address inverse rendering with 3D Gaussian Splatting (3DGS) by introducing explicit visibility modeling for relighting as well as material and light decomposition. Our approach augments the standard rasterized 3DGS pipeline with a sparse visibility oracle that estimates transmittance-weighted occlusion for Gaussian primitives from sampled lighting directions. This oracle is implemented using a point-based ray tracer accelerated by a bounding volume hierarchy (BVH) and queried sparsely within the inverse-rendering objectives, while the original 3DGS loop is retained for training efficiency, interactive visualization, and tooling compatibility. Shading follows a physically based renderin...

AuthorsSven Kluge, Oliver Staadt
Primary categorycs.CV
Published14 October 2026
Last updated at source14 October 2026
cs.CVcs.GR
Embed this entry
<iframe src="https://silytics.si/embed/item/e269975a-2618-40c4-8edb-aee0b5691b5f" width="420" height="190" style="border:0" loading="lazy" title="Silytics entry"></iframe>

Free, no tracking. More about feeds and embeds.

Silytics shows public metadata from arXiv and links to the original. Information may be incomplete or out of date. Last refreshed 15 October 2026. Licenses and terms of the original apply to the work itself. Not financial, legal or professional advice.