ELM-GS: Environment Lighting Modulation on Gaussian Splatting for Efficient Inverse Rendering
Abstract
Inverse rendering aims to recover intrinsic scene properties from images, enabling applications such as scene editing. Recent Gaussian Splatting (GS)-based methods achieve high-quality Physically-based Rendering (PBR) but often incur substantial computational costs due to expensive ray tracing. Ambient occlusion (AO)-based alternatives reduce this cost, yet occlusion estimation overhead and albedo–-shading entanglement still limit their efficiency and editability. Inspired by asset-production pipelines that precompute AO as texture maps for efficient lighting modulation, we propose ELM-GS, an efficient 3DGS framework for inverse rendering with environment lighting modulation. ELM-GS introduces a lighting-aware scene representation that decodes learnable features into primitive-wise AO and environment compensation (EC) terms, which respectively attenuate and enhance local environment illumination. Both modulation terms can be splatted into G-buffer textures for efficient PBR. To improve physical plausibility, we derive multi-view occlusion priors via Screen Space Ambient Occlusion to explicitly supervise AO learning. We further construct Mat-Edit, a synthetic benchmark with pixel-level material annotations to support fine-grained material editing, together with ground-truth AO and material-edited images for comprehensively evaluating the performance of inverse rendering. Experiments show that ELM-GS achieves state-of-the-art efficiency in inverse rendering and novel view synthesis while outperforming existing AO-based 3DGS methods in intrinsic decomposition and scene editing. The code will be made publicly available.
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