English

3DSS: 3D Surface Splatting for Inverse Rendering

Graphics 2026-05-14 v3 Computer Vision and Pattern Recognition

Abstract

We present 3D Surface Splatting (3DSS), the first differentiable surface splatting renderer for physically-based inverse rendering from multi-view images. Our central insight is that the surface separation problem at the heart of surface splatting admits a direct formulation in terms of the reconstruction kernels themselves. From this foundation we derive a coverage-based compositing model whose per-layer opacity arises directly from the accumulated Elliptical Weighted Average reconstruction weight, yielding anti-aliased silhouettes and informative visibility gradients at sparsely covered edges. Combined with forward microfacet shading under co-optimized HDR environment lighting and density-aware adaptive refinement, 3DSS jointly recovers shape, spatially-varying BRDF materials, and illumination. Because the optimized representation is a set of oriented surface samples, it bridges natively to mesh-based workflows via surface reconstruction from oriented point cloud methods. We evaluate 3DSS against mesh-based, implicit, and Gaussian-splatting baselines across geometry reconstruction, novel-view synthesis, and novel-illumination relighting.

Keywords

Cite

@article{arxiv.2605.05876,
  title  = {3DSS: 3D Surface Splatting for Inverse Rendering},
  author = {Mae Younes and Adnane Boukhayma},
  journal= {arXiv preprint arXiv:2605.05876},
  year   = {2026}
}
R2 v1 2026-07-01T12:54:24.893Z