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Research Article | Open Access

Occlusion-aware 3D Gaussian splatting for real-time inverse rendering

Likun Gao1Yijun Feng1Shibang Xiao1Xiaohui Liang1,2( )
State Key Laboratory of Virtual Reality Technology and Systems, Beihang University, Beijing 100191, China
Zhongguancun Laboratory, Beijing 100194, China
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Abstract

Inverse rendering from multi-view photographs is an ill-posed problem because it must jointly disentangle geometry, reflectance, and illumination. Existing 3DGS pipelines either optimize all factors in a single stage, failing to model view-dependent occlusion, or split the task into multiple stages, forfeiting end-to-end optimality. We present a one-stage 3DGS inverse-rendering framework that recovers geometry, BRDFs, and view-dependent occlusion in real time. Each Gaussian stores 4th-order spherical-harmonic visibility coefficients learned from splat transparencies, eliminating ray tracing. A prototype-based material prior decouples lighting from reflectance, and deferred split-sum shading keeps the pipeline fully differentiable while enabling HDR relighting. Experiments on indoor and outdoor benchmarks demonstrate that our approach improves inverse-rendering objectives, while remaining competitive on novel-view synthesis compared to strong reconstruction baselines such as 3DGS.

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Computational Visual Media
Pages 989-1007

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Cite this article:
Gao L, Feng Y, Xiao S, et al. Occlusion-aware 3D Gaussian splatting for real-time inverse rendering. Computational Visual Media, 2026, 12(4): 989-1007. https://doi.org/10.26599/CVM.2026.9450563

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Received: 10 February 2026
Accepted: 25 June 2026
Published: 22 September 2026
© The Author(s) 2026.

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