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Comment by darhodester

Thank you!

There are many ways to relight Gaussian splats. However, the highest quality results are currently coming from raytracing/path tracing render engines (such as Octane and VRay), with 2D diffusion models in second place. Relighting with GSOPs nodes does not yield as high quality, but can be baked into the model and exported elsewhere. This is the only approach that stores the relit information in the original splat scene.

That said, you are correct that in order to relight more accurately, we need material properties encoded in the splats as well. I believe this will come sooner than later with inverse rendering and material decomposition, or technology like Beeble Switchlight (https://beeble.ai). This data can ultimately be predicted from multiple views and trained into the splats.

"Also, environment radiosity doesnt seem to translate to the splats, am I right?"

Splats do not have their own radiosity in that sense, but if you have a virtual environment, its radiosity can be translated to the splats.

parent darhodester 9 months ago

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