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GBake: Baking 3D Gaussian Splats into Reflection Probes
SIGGRAPH 2025 Posters
GBAKE bakes reflection probes from scenes made of 3D Gaussian particles.
Abstract
The growing popularity of 3D Gaussian Splatting has created the need to integrate traditional computer graphics techniques and assets in splatted environments. Since 3D Gaussian primitives en code lighting and geometry jointly as appearance, meshes are relit improperly when inserted directly in a mixture of 3D Gaussians and thus appear noticeably out of place. We introduce GBake, a specialized tool for baking reflection probes from Gaussian-splatted scenes that enables realistic reflection mapping of traditional 3D meshes in the Unity game engine.
Method
Light Probe Baking Process
GBake works by sampling the Gaussian-splatted scene from multiple viewpoints to create environment maps. These are then processed into reflection probes compatible with Unity's lighting system.
Splatting vs Raytracing
GBake works by sampling the Gaussian-splatted scene from multiple viewpoints to create environment maps. These are then processed into reflection probes compatible with Unity's lighting system.
BibTeX
@article{paschsalzman2025gbake,
author = {Pasch, Stephen and Salzman, Joel and Zheng, Changxi},
title = {GBake: Baking 3D Gaussian Splats},
journal = {arXiv preprint arXiv:2507.02257},
year = {2025},
}