PAJAMA / RELIGHT

ZERO TO HERO / NEXT CHAPTER

Move the light.
Understand what changes.

Your viewer can replay appearance. Now learn what it takes to change illumination: normals, materials, visibility and time. Eight short chapters connect the equations to a working Gaussian renderer.

Captured RGB ≠ material→Known-material GPU lab→Inverse rendering + 4D

What runs today

1,536 synthetic Gaussian surfels · Lambert/GGX · five inspection modes · a moving light and deforming object · linear HDR composition. Uses the shared Rust/wgpu core. The current pretrained STG scene has no verified material fields; this lab uses a separate known-material asset.

A small idea at every step

Where to study

Follow this sequence: foundations → environment lighting/BRDF → our GPU lab → one paper reproduction. These are public courses, books and implementation notes; none is presented as a dedicated Coursera-style 4DGS certification.

GAMES101 · foundations and radiometry

Chinese lectures, English slides. Review shading, ray tracing and radiometry; the official page links recordings.

GAMES202 · environment lighting, PRT, microfacets

Prioritize environment lighting 1–2 and high-quality shading 1, then shadows. A rendering course, not a GS certificate program.

PBRT 4 · light transport equation

Read after chapter 2; identify the physical quantity behind every symbol. A free online book, not a video course.

PBRT 4 · microfacet derivation

The complete distribution, masking and geometry behind the compact shader.

Filament · PBR engineering notes

Implementation reference for roughness, Fresnel, IBL and linear color; richer than this teaching subset.

RESEARCH SNAPSHOT / 2026-09-21

What has changed recently

A selective reading map, not an exhaustive ranking. Publication labels follow the official pages. “Code available” means a released implementation was observed, not that we reproduced its results. Availability can change.

Static inverse rendering

GS-IR · CVPR 2024 ↗

Geometry reconstruction, occlusion baking, then material/lighting estimation. A staged training baseline.

Official code available

Materials + visibility

Relightable 3D Gaussian · ECCV 2024 ↗

Material/lighting decomposition and ray-based visibility in Gaussian reconstruction.

Official code available

Illumination decomposition

GS-ID · ICCV 2025 ↗

Material priors plus environment/local illumination modeling: lighting need not be distant.

Code release pending per repository; README/assets observed

Volumetric video

BEAM · ACM MM 2025 ↗

Tracked Gaussians with PBR attributes, material estimation and visibility for dynamic relighting.

Paper verified; runnable official release not verified here

Head avatars

BecomingLit · NeurIPS 2025 ↗

Hybrid neural shading with FLAME and light-stage capture. Specialized data/model assumptions matter.

Official code; separate model/data access requirements

SH radiance transfer

TranSplat · ICCP 2026 ↗

Transfers trained 2D Gaussian surfels using source/target HDR lighting and normal-dependent irradiance ratios, with separate specular treatment.

Official code released July 2026

Deformable assets

DR-GS · ECCV 2026 ↗

Decoupled materials/light on 2D Gaussians, driven by simulation/animation deformation; distinct from learning arbitrary video motion.

Paper/project available; no code link observed on project page

Choose the next practical branch

For the engine: reproduce one static material asset with GS-IR or Relightable 3D Gaussian. For your SH studies: inspect TranSplat and its trained 2DGS + HDR input contract. For 4D: first prove that normals and visibility follow deformation, then study the different assumptions of BEAM, BecomingLit and DR-GS.

See the implementation milestones →