{"ID":23475129,"CreatedAt":"2026-09-18T01:09:05.407443952Z","UpdatedAt":"2026-09-20T18:11:56.143995915Z","DeletedAt":null,"paper_url":"https://arxiv.org/abs/2609.19907","arxiv_id":"2609.19907","title":"GS-PI: An Optimization-Decoupled Appearance Decomposition Approach for Generating PBR Gaussian Assets","abstract":"Gaussian Splatting (GS) excels at novel-view synthesis but encodes baked-in radiance, tightly entangling illumination with geometry and preventing seamless integration into physically based rendering (PBR) pipelines. Existing inverse-rendering methods attempt to disentangle materials via joint optimization, but often suffer from competing objectives that cause severe ambiguities and residual lighting artifacts. To overcome this, we present GS-PI, a novel optimization-decoupled framework that casts PBR material generation as a geometry-conditioned diffusion process on 3D point clouds. By operating directly in the 3D domain, our method inherently guarantees multi-view consistency, sidestepping the severe pixel correspondence issues that challenge 2D diffusion approaches. We introduce a multi-scale cross-view conditioning mechanism that integrates three complementary components: a global semantic prior, source-anchored photometric cues, and an absolute spatial learned view-direction conditioning signal. This design efficiently compresses complex multi-view evidence, mitigating cross-view projection misalignment and successfully preventing specular highlights from baking into intrinsic colors. By extracting a point cloud from a pre-trained Gaussian model, predicting PBR attributes via conditional diffusion, and distilling them back through differentiable rasterisation, we yield a fully relightable PBR-GS asset. GS-PI outperforms recent inverse-rendering baselines while replacing per-scene joint illumination/BRDF optimization with a learned diffusion pass followed by a short target-driven distillation, without requiring proxy meshes.","short_abstract":"Gaussian Splatting (GS) excels at novel-view synthesis but encodes baked-in radiance, tightly entangling illumination with geometry and preventing seamless integration into physically based rendering (PBR) pipelines. Existing inverse-rendering methods attempt to disentangle materials via joint optimization, but often s...","url_abs":"https://arxiv.org/abs/2609.19907","url_pdf":"https://arxiv.org/pdf/2609.19907v1","authors":"[\"Jieting Xu\",\"Rengan Xie\",\"Zijian Huang\",\"Zehui Jin\",\"Rui Wang\",\"Yuchi Huo\"]","published":"2026-09-17T08:51:18Z","proceeding":"cs.CV","tasks":"[\"cs.CV\",\"cs.GR\"]","methods":"[\"Diffusion Model\"]","has_code":false}
