BRDF Decomposition on Meshes Generated via 3D Gaussian Splatting

Determine an algorithmic approach to perform bidirectional reflectance distribution function (BRDF) decomposition on textured meshes produced by 3D Gaussian Splatting-based 3D generation methods, enabling physically meaningful material separation and relighting of the generated assets.

Background

In discussing realistic generation, the authors highlight that current 3D Gaussian Splatting pipelines can export textured meshes but lack physically-based reflectance decomposition. They reference relightable and shading-aware GS methods, yet emphasize that a concrete solution for BRDF decomposition of generated meshes is not available.

This absence of BRDF decomposition impedes advanced material editing and relighting, leaving an explicit open question about how to achieve such decomposition in the context of GS-generated geometry and textures.

References

However, the question of BRDF decomposition on the generated meshes remains unanswered.

3D Gaussian as a New Era: A Survey  (2402.07181 - Fei et al., 2024) in Realistic Generation, Section 9 (Discussions and Future Work)