ReLightGS

Relighting Existing 3D Gaussian Splatting Scenes Without Retraining

Kaan Altıntaş Responsible Professor: Michael Weinmann
EEMCS, Delft University of Technology · CSE3000 Research Project

Abstract

3D Gaussian Splatting (3DGS) enables high-quality real-time novel-view synthesis, but standard trained Gaussian scenes provide little control over illumination. Their learned appearance entangles lighting, material appearance, and view-dependent effects, making existing assets difficult to relight without the original training images or additional optimization.

We propose ReLightGS, a deferred relighting pipeline for already trained 3DGS scenes that operates directly on fixed exported Gaussian models. The method constructs a Gaussian G-buffer, reconstructs approximate depth and normals, assigns PBR material parameters from lifted material labels, and computes illumination with approximate visibility and occlusion. We evaluate on pretrained vanilla 3DGS scenes from the TensoIR Synthetic dataset under multiple HDR environment maps and compare against inverse-rendering baselines. Results show that plausible relighting is possible without retraining, although baked illumination and approximate geometry remain limitations.

Research Question

Relightable methods usually require the original multi-view images and additional optimization. That is impractical when only a pre-trained asset is available, or when a user simply wants to edit the lighting without waiting for a retraining run. This motivates our central question:

Can new light sources be inserted into an already trained 3D Gaussian Splatting scene, represented as an exported .ply model, to produce plausible illumination changes, shadow casting, and appearance modification without retraining the model?

Method Overview

ReLightGS pipeline overview
The pipeline: (1) input fixed Gaussian .ply, (2) estimate depth, normals, and materials, (3) approximate visibility via shadow maps and screen-space AO, and (4) a deferred lighting pass that combines all cues with inserted point, spot, directional, and environment lights.
  1. Gaussian G-buffer construction. We extend 3DGS rasterisation so each Gaussian accumulates colour, coverage, depth/normal cues, blended material parameters, and a dominant Gaussian ID into screen-space buffers.
  2. Surface reconstruction. Per-pixel depth and normals are reconstructed from the splats, defaulting to iso-opacity depth and max-density-plane normals.
  3. Material estimation. We segment rendered views with Dense Material Segmentation (DMS), lift the labels to Gaussians via the Gaussian-ID buffer, and map each class to approximate glTF metallic-roughness PBR parameters.
  4. Visibility & occlusion. Shadows are approximated with shadow-depth maps (PCF), and indirect attenuation with screen-space ambient occlusion.
  5. Deferred lighting. Each pixel is shaded from the G-buffer with a Cook–Torrance GGX BRDF under inserted point, spot, directional, and environment lights.

ReLightGS is implemented in Vulkan by extending the 3DGS.cpp renderer, and runs interactively on a laptop NVIDIA RTX 3060.

Surface Reconstruction

A 3DGS scene is a soft volumetric density, not an explicit surface, so the exported .ply has no per-pixel depth or normals. For depth we compare three estimates:

  • Weighted depth. Averages the depths of all visible Gaussians based on how much each one contributes to the pixel.
  • Projected-plane depth. Treats each Gaussian footprint like a small local plane, so depth can change across the splat (following RaDe-GS [Zhang 2026]).
  • Iso-opacity depth. Chooses the first depth where accumulated opacity reaches a threshold (τ = 0.7), following NVIDIA's method [NVIDIA].

We use iso-opacity depth because it produces sharper surfaces and reduces floating artifacts.

Weighted depth
(a) Weighted
Projected-plane depth
(b) Projected-plane
Iso-opacity depth
(c) Iso-opacity (default)
Depth reconstruction comparison. Weighted depth can blur layered regions, projected-plane depth sharpens local structure, and iso-opacity depth is selected as the default surface estimate.

Normals are estimated from the depth buffer or the Gaussian geometry, comparing four estimators:

  • Cross-product normals. Compute normals from neighbouring depth pixels, but can be noisy near edges.
  • Plane-fit normals. Fit a small local plane to nearby depth points, making them smoother.
  • Projected-plane normals. Use the local depth plane of each Gaussian, giving detailed variation but can have artifacts.
  • Max-density plane normals. Compute normals directly from each Gaussian's covariance and camera direction [Kheradmand 2025][NVIDIA].

We use max-density plane normals because they are more coherent and less affected by depth-buffer noise, making them more stable.

Cross-product normals
(a) Cross
Plane-fit normals
(b) Plane-fit
Projected-plane normals
(c) Projected-plane
Max-density plane normals
(d) Max density (default)
Normal estimation comparison. Depth-based normals can amplify depth noise, projected-plane gradient normals show high-frequency variation, and max-density plane normals are more coherent.

Material Estimation

We use Dense Material Segmentation (DMS) [Upchurch 2022], an AI-based material-segmentation model, to predict 2D material labels from rendered views (auxiliary views on a hemisphere around the scene: three elevations and eight azimuths, plus a top-down view). These labels are assigned to individual Gaussians using the Gaussian-ID buffer, then mapped to approximate Physically Based Rendering (PBR) parameters: diffuse, specular, roughness, and metallic.

Input view
(a) Input view
Labeled view
(b) Labeled view
A segmented view transferred to visible Gaussians via the Gaussian-ID buffer. Example labels include foliage (green), wood (brown), and fabric/cloth (purple).

Visibility & Occlusion

Direct-light visibility is approximated with shadow-depth maps, and local indirect attenuation with screen-space ambient occlusion (SSAO) [Mittring 2007] computed from the reconstructed depth and normal buffers.

Input render
(a) Input render
AO visibility
(b) AO visibility
The AO visibility map darkens areas such as beneath the bench and dense foliage.

Deferred Lighting

The final pass combines all estimated cues from the Gaussian G-buffer: depth, normals, colour, materials, shadows, and ambient occlusion. Using these buffers, ReLightGS applies point, spot, directional, and environment lighting (with a Cook–Torrance GGX BRDF) to produce the final relit result.

Input render
(a) Input render
Relit result
(b) Relit result
The deferred shading pass uses the G-buffer to apply inserted lighting and shadows.

Normal Reconstruction

Max-density-plane normals reconstructed directly from the fixed Gaussian geometry for the armadillo, ficus, hotdog, and lego scenes.

Qualitative comparison of reconstructed normals on the ficus and lego scenes. TensoIR stays closest to the ground truth and GS-IR shows visible artifacts and normal-direction errors, while ReLightGS preserves surface orientation more consistently than GS-IR, though its normals appear thicker around fine detail.

TensoIR
GS-IR
Ours
GT
Ficus
TensoIR ficus normal GS-IR ficus normal Ours ficus normal GT ficus normal
Lego
TensoIR lego normal GS-IR lego normal Ours lego normal GT lego normal

Environment-Map Relighting

We relight the fixed Gaussian scenes under HDR environment maps. ReLightGS produces reasonable relighting directly from the fixed representation, though illumination baked into the original Gaussian colours still influences the final appearance. The overview below shows all four scenes under a city environment; the per-method comparison further down focuses on the lego scene against inverse-rendering baselines and the ground truth.

All four scenes relit under a city environment, produced directly from the fixed .ply models.
City HDR environment map
City HDR environment map
Night HDR environment map
Night HDR environment map
TensoIR
GS-IR
Ours
GT
Lego City
TensoIR lego city GS-IR lego city Ours lego city GT lego city
Lego Night
TensoIR lego night GS-IR lego night Ours lego night GT lego night

Quantitative Results

We evaluate on the four object-centric TensoIR Synthetic scenes (armadillo, ficus, hotdog, lego), with relighting metrics averaged over five HDR environment maps (bridge, city, fireplace, forest, night). The scenes are vanilla 3DGS models trained for 30,000 iterations, and baseline numbers are adapted from the GS-IR evaluation. For this environment-map benchmark the map intensity is set to 5.0, and screen-space ambient occlusion and shadow mapping are disabled, since it uses only environment lighting. Despite operating post-hoc on a fixed vanilla 3DGS representation, with no access to the original images and no retraining, ReLightGS improves over the Gaussian-based GS-IR baseline on every metric.

Method Normal
MAE↓
Relight
PSNR↑ SSIM↑ LPIPS↓
Neural field
based rendering
NeRFactor 6.31423.3830.9080.131
InvRender 5.07423.9730.9010.101
NVDiffrec 6.07819.8800.8790.104
TensoIR 4.10028.5800.9440.081
Gaussian splat
based rendering
GS-IR 4.94824.3740.8850.096
Ours 4.78025.9200.9060.095
Quantitative comparison on the TensoIR Synthetic dataset. Cells are shaded by per-column rank (salmon = best, white = worst). Baseline results are adapted from GS-IR; relighting metrics are averaged over five HDR environment maps (bridge, city, fireplace, forest, night).

Ablation: Material-Label Assignment

Assigning approximate PBR parameters from lifted material labels (vs. a single default material) improves environment-map relighting while leaving geometry untouched (Normal MAE is unchanged, since labels do not affect normal estimation).

Variant Normal
MAE↓
Relight
PSNR↑ SSIM↑ LPIPS↓
w/o material labels 4.7824.580.88360.1106
w/ material labels 4.7825.920.90600.0950
Improvement +1.34+0.0224−0.0156

We also test the effect qualitatively on the real bicycle scene from Mip-NeRF 360. Even when the non-labeled variant is given a stronger default material, the labeled variant produces more material-dependent variation, for example a more appropriate response on the bicycle tires.

Without material labels
w/o material labels
With material labels
w/ material labels
Qualitative ablation on material-label assignment for the bicycle scene (Mip-NeRF 360). The labeled result produces more appropriate material variation.

Limitations & Failure Cases

Although our method can produce plausible relighting from fixed Gaussian scenes, several limitations remain. First, the reconstructed normals can become overly smooth. The armadillo normal map preserves the overall surface orientation, but fine geometric details are partly smoothed out compared with the ground truth and inverse-rendering baselines. Second, the original Gaussian colours can still contain baked illumination, since we use the spherical-harmonics appearance as albedo. In the ficus example, a yellowish tint remains in parts of the plant even though the target ground truth has a different lighting balance. Finally, material-label assignment is approximate, so some Gaussians may receive incorrect material classes, introducing variations that may not match the true scene.

TensoIR
GS-IR
Ours
GT
Armadillo normal reconstruction
TensoIR armadillo normal GS-IR armadillo normal Ours armadillo normal GT armadillo normal
Failure case for normal reconstruction on the armadillo scene. Our reconstruction preserves the main surface orientation but smooths out part of the fine geometric detail.
TensoIR
GS-IR
Ours
GT
Ficus relighting (city)
TensoIR ficus city GS-IR ficus city Ours ficus city GT ficus city
Failure case for relighting on the ficus scene under the city HDR environment map. Our result still retains baked colour and illumination from the original Gaussian appearance.

Key Findings

  • Relighting without retraining is feasible. Useful geometry, material, and visibility cues can be recovered from a fixed exported .ply Gaussian model and used for plausible, interactive relighting.
  • Competitive with inverse rendering. ReLightGS improves over the Gaussian-based GS-IR baseline on Normal MAE, PSNR, SSIM, and LPIPS, despite never seeing the original multi-view images.
  • Material labels help. Lifting DMS labels to Gaussians and mapping them to PBR parameters gives a clear quality gain over a single default material.
  • Limitations. Reconstructed normals can be overly smooth, baked illumination remains in the spherical-harmonic appearance used as albedo, and approximate label assignment can introduce local material errors.

References

[Kerbl 2023] Kerbl, B., Kopanas, G., Leimkühler, T. and Drettakis, G., 2023. 3D Gaussian Splatting for Real-Time Radiance Field Rendering. ACM Transactions on Graphics (TOG), 42(4).

[Liang 2024] Liang, Z., Zhang, Q., Feng, Y., Shan, Y. and Jia, K., 2024. GS-IR: 3D Gaussian Splatting for Inverse Rendering. CVPR, pp.21644-21653.

[Jin 2023] Jin, H., Liu, I., Xu, P., Zhang, X., Han, S., Bi, S., Zhou, X., Xu, Z. and Su, H., 2023. TensoIR: Tensorial Inverse Rendering. CVPR, pp.165-174.

[Zhang 2021] Zhang, X., Srinivasan, P.P., Deng, B., Debevec, P., Freeman, W.T. and Barron, J.T., 2021. NeRFactor: Neural Factorization of Shape and Reflectance under an Unknown Illumination. ACM Transactions on Graphics (TOG), 40(6).

[Zhang 2022] Zhang, Y., Sun, J., He, X., Fu, H., Jia, R. and Zhou, X., 2022. Modeling Indirect Illumination for Inverse Rendering (InvRender). CVPR, pp.18643-18652.

[Munkberg 2022] Munkberg, J., Hasselgren, J., Shen, T., Gao, J., Chen, W., Evans, A., Müller, T. and Fidler, S., 2022. Extracting Triangular 3D Models, Materials, and Lighting From Images (NVDiffrec). CVPR, pp.8280-8290.

[Zhang 2026] Zhang, B., Fang, C., Shrestha, R., Liang, Y., Long, X. and Tan, P., 2026. RaDe-GS: Rasterizing Depth in Gaussian Splatting. ACM Transactions on Graphics (TOG), 45(2).

[Kheradmand 2025] Kheradmand, S., Vicini, D., Kopanas, G., Lagun, D., Yi, K.M., Matthews, M. and Tagliasacchi, A., 2025. StochasticSplats: Stochastic Rasterization for Sorting-Free 3D Gaussian Splatting. ICCV, pp.26326-26335.

[Upchurch 2022] Upchurch, P. and Niu, R., 2022. A Dense Material Segmentation Dataset for Indoor and Outdoor Scene Parsing. ECCV, pp.450-466.

[Mittring 2007] Mittring, M., 2007. Finding Next Gen: CryEngine 2. ACM SIGGRAPH 2007 Courses, pp.97-121.

[Gao 2024] Gao, S., 2024. 3DGS.cpp: High Performance 3D Gaussian Splatting with Vulkan.

[NVIDIA] NVIDIA. vk_gaussian_splatting: Lighting, Shading and Shadows.