Instant Neural Graphics Primitives
Real-time neural rendering and 3D reconstruction in seconds using multi-resolution hash encoding.
Physically-based shading integration for high-fidelity 3D Gaussian Splatting and reflective indoor scene reconstruction.
GaussianShader represents a significant architectural leap in the evolution of 3D Gaussian Splatting (3DGS). While vanilla 3DGS excels at capturing volumetric radiance, it historically struggles with view-dependent specular reflections and material properties, often resulting in 'baked-in' lighting artifacts. GaussianShader addresses this by integrating a simplified Cook-Torrance BRDF (Bidirectional Reflective Distribution Function) directly into the splatting pipeline. By estimating surface normals and material properties for each individual Gaussian, it allows for true physically-based rendering (PBR) workflows. In the 2026 market landscape, this tool is positioned as a critical middle-layer for developers bridging the gap between raw neural captures and professional VFX/Game engines like Unreal Engine 6. It enables the reconstruction of challenging indoor environments—characterized by polished floors, glass, and metallic surfaces—with a level of geometric accuracy and relighting flexibility previously reserved for high-end photogrammetry suites. The architecture leverages a two-stage optimization process: first establishing stable geometry, then refining material and lighting parameters to decouple the environment map from the scene's intrinsic properties.
Applies a microfacet model to each Gaussian to simulate realistic light interaction.
Real-time neural rendering and 3D reconstruction in seconds using multi-resolution hash encoding.
Segment and Edit Anything in 3D Scenes with Identity-Aware Gaussian Splatting
High-fidelity neural surface reconstruction for turning 2D video into detailed 3D digital twins.
SOTA 3D human pose and shape estimation for real-time digital twin synthesis.
Verified feedback from the global deployment network.
Post queries, share implementation strategies, and help other users.
Derived from the shortest axis of the Gaussian covariance matrix and refined via gradient descent.
Separates the incident light (HDR) from the diffuse/specular components of the scene.
Uses a small MLP to handle residual lighting complexities not captured by the BRDF.
Custom CUDA kernels for tile-based rasterization of shaded Gaussians.
Enforces spatial consistency across disparate camera viewpoints during the optimization phase.
Parameterizes the split between reflected and absorbed light per splat.
Standard 3DGS makes metallic products like watches or jewelry look dull or incorrectly illuminated.
Registry Updated:2/7/2026
Reflective marble floors in virtual tours often look like static textures rather than real surfaces.
Need for dynamic lighting on background plates that reacts to the stage lights.