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About this paper
Hongze Chen, Zehong Lin, Jun Zhang
GI-GS combines 3D Gaussian Splatting with screen-space ray tracing to estimate occlusion and indirect diffuse illumination. It renders depth, normals, and materials, then samples a direct-lit image at ray hits rather than storing indirect light in fixed attributes. On TensoIR, it reports higher novel-view and albedo PSNR than GS-IR, but lower relighting PSNR than TensoIR; specular indirect light is omitted.
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