Complex Illumination-Aware 3D Gaussian Reconstruction for Uncooperative Space Objects
Abstract
1. Introduction
- We propose a physically consistent reconstruction approach specifically tailored for non-cooperative space targets. By decoupling geometry from material properties within the 3DGS framework, our method effectively mitigates geometric artifacts caused by intense specular reflections.
- We establish a robust PBR neural rendering scheme for 3DGS. By incorporating a microfacet BRDF model, we enable explicit Gaussian representations to accurately simulate complex light–material interactions on highly reflective surfaces.
- We introduce a solar orientation initialization strategy as a directional physical prior. This approach leverages the known sun direction in space to provide a deterministic constraint for light-source modeling, significantly improving optimization stability and convergence.
- We design an efficient deferred rendering pipeline. This architecture allows for the high-fidelity integration of complex shading and PBR attributes while preserving the real-time rendering advantages of the 3DGS paradigm.
2. Related Work
2.1. Classical Geometric 3D Reconstruction
2.2. Advances in Neural Implicit Fields and Volume Rendering
2.3. 3D Gaussian Splatting and Its Space Applications
3. Method
3.1. System Overview
3.2. Physically Based Deferred Rendering
3.2.1. Microfacet BRDF Modeling
3.2.2. Lighting Discretization and Outgoing Radiance
3.2.3. Deferred Rendering and Gaussian Blending
3.2.4. Parameter Constraints and Differentiable Optimization
3.3. Sunlight Direction Initialization
3.4. Loss Function
4. Experiments
4.1. Dataset and Experimental Setup
4.1.1. Dataset
4.1.2. Baselines
- NeRF [5]: As a pioneering work based on implicit neural representation, NeRF utilizes MLP to map spatial coordinates and viewing directions to volume density and color, synthesizing novel view images through differentiable volume rendering techniques. Although it established high-quality standards for continuous scene representation, its computational cost is extremely high due to expensive viewing ray sampling during training and inference, resulting in slow speeds.
- Instant-NGP [22]: This method introduces a hybrid architecture combining multi-resolution hash encoding with tiny MLPs. By leveraging the advantages of GPU parallel computing, Instant-NGP greatly alleviates the memory access bottleneck of neural networks, increasing training and inference speeds by several orders of magnitude while maintaining high reconstruction quality. It is a representative of fast neural reconstruction frameworks.
- 3DGS [6]: This is a real-time rendering method based on explicit representation. Unlike implicit fields, 3DGS uses a set of anisotropic 3D Gaussian ellipsoids to represent the scene, combined with an efficient differentiable rasterization pipeline, achieving real-time rendering frame rates and photorealistic synthesis quality. It is currently the mainstream solution balancing reconstruction quality and rendering speed and also the primary baseline for improvement in this paper.
- GaussianShader [24]: This method integrates a simplified physically based rendering pipeline into the 3DGS framework to handle reflective surfaces. It serves as a representative baseline for PBR-enhanced 3DGS methods, allowing us to evaluate the effectiveness of our space-specific material and lighting modeling compared with general-purpose PBR extensions.
4.1.3. Evaluation Metrics
4.1.4. Implementation Details
4.2. Results and Analysis
4.2.1. Quantitative Evaluation
4.2.2. Qualitative Comparison
4.3. Ablation Study and Analysis
5. Discussion and Limitations
5.1. The Scarcity of Non-Cooperative Space Target Datasets
5.2. Dilemma of SfM-Based Pose Estimation and Feature Matching
5.3. Model Limitations and Efficacy Analysis
6. Conclusion and Future Work
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Abbreviations
| OOS | On-Orbit Servicing |
| ADR | Active Debris Removal |
| HDR | High Dynamic Range |
| MLI | Multi-layer Insulation |
| NeRF | Neural Radiance Fields |
| 3DGS | 3D Gaussian Splatting |
| BRDF | Bidirectional Reflectance Distribution Function |
| PBR | Physically Based Rendering |
| MVS | Multiview Stereo |
| LEO | Low Earth Orbit |
| SfM | Structure from motion |
| RPO | Rendezvous and Proximity Operations |
| MLP | Multi-layer Perceptron |
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| Algorithm | PSNR ↑ | SSIM ↑ | LPIPS ↓ | Memory ↓ | Time ↓ |
|---|---|---|---|---|---|
| Average results (avg) | |||||
| NeRF | 13.92 | 0.910 | 0.1900 | 7051 MiB | 25 h |
| Instant-ngp | 14.75 | 0.870 | 0.2200 | 11,301 MiB | 19 min |
| 3DGS | 25.45 | 0.947 | 0.0766 | 4760 MiB | 17 min |
| GaussianShader | 29.67 | 0.967 | 0.0457 | 6541 MiB | 33 min |
| Space-Gaussian | 36.10 | 0.980 | 0.0170 | 4989 MiB | 22 min |
| Results for cubesat | |||||
| NeRF | 11.71 | 0.875 | 0.3137 | 8367 MiB | 26 h |
| Instant-ngp | 11.43 | 0.751 | 0.4190 | 11,315 MiB | 20 min |
| 3DGS | 34.23 | 0.978 | 0.0466 | 2835 MiB | 18 min |
| GaussianShader | 33.89 | 0.981 | 0.0460 | 6389MiB | 39 min |
| Space-Gaussian | 36.63 | 0.985 | 0.0257 | 5387 MiB | 22.85 min |
| Results for starlink | |||||
| NeRF | 15.50 | 0.916 | 0.1566 | 6388 MiB | 26 h |
| Instant-ngp | 17.10 | 0.914 | 0.1195 | 11,851 MiB | 18 min |
| 3DGS | 17.44 | 0.945 | 0.1051 | 6319 MiB | 19 min |
| GaussianShader | 26.38 | 0.967 | 0.0596 | 6766 MiB | 29 min |
| Space-Gaussian | 37.33 | 0.987 | 0.0134 | 5931 MiB | 30.23 min |
| Results for Sentinel-6 | |||||
| NeRF | 14.56 | 0.948 | 0.1005 | 6400 MiB | 24 h |
| Instant-ngp | 15.72 | 0.937 | 0.1160 | 10,739 MiB | 18 min |
| 3DGS | 24.67 | 0.918 | 0.0510 | 5127 MiB | 14 min |
| GaussianShader | 28.75 | 0.952 | 0.0315 | 6467 MiB | 31 min |
| Space-Gaussian | 34.36 | 0.982 | 0.0129 | 4329 MiB | 21.23 min |
| Method | PSNR ↑ | SSIM ↑ | LPIPS ↓ |
|---|---|---|---|
| w/o BRDF | 32.12 | 0.952 | 0.645 |
| w/o Material Opt. | 34.89 | 0.976 | 0.172 |
| w/o Solar Orientation Init. | 29.45 | 0.967 | 0.298 |
| w/o Deferred Shading | 34.10 | 0.960 | 0.023 |
| Full Model (Ours) | 36.10 | 0.980 | 0.017 |
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Qu, Z.; Zhang, Z.; Xun, R.; Zhou, J.; Chang, L. Complex Illumination-Aware 3D Gaussian Reconstruction for Uncooperative Space Objects. Aerospace 2026, 13, 258. https://doi.org/10.3390/aerospace13030258
Qu Z, Zhang Z, Xun R, Zhou J, Chang L. Complex Illumination-Aware 3D Gaussian Reconstruction for Uncooperative Space Objects. Aerospace. 2026; 13(3):258. https://doi.org/10.3390/aerospace13030258
Chicago/Turabian StyleQu, Ziang, Zhang Zhang, Ruiqi Xun, Junlan Zhou, and Liang Chang. 2026. "Complex Illumination-Aware 3D Gaussian Reconstruction for Uncooperative Space Objects" Aerospace 13, no. 3: 258. https://doi.org/10.3390/aerospace13030258
APA StyleQu, Z., Zhang, Z., Xun, R., Zhou, J., & Chang, L. (2026). Complex Illumination-Aware 3D Gaussian Reconstruction for Uncooperative Space Objects. Aerospace, 13(3), 258. https://doi.org/10.3390/aerospace13030258

