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HSD

Hochschule Düsseldorf
University of Applied Sciences


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Faculty of Media

Labor für Virtuelles Studio / Virtuelle Realität



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Abstract: Integration of Computer-Generated Content in Gaussian Splatting Scenes: Shadow Catching and Hybrid Light Estimation [DE]

Tobias Preuss, Integration of Computer-Generated Content in Gaussian Splatting Scenes: Shadow Catching and Hybrid Light Estimation, Hochschule Düsseldorf - University of Applied Sciences, Master thesis, 05.05.2026.

Gaussian Splatting is revolutionizing 3D reconstruction through efficient real-time rasterization. For physically accurate image synthesis, however, the visual effects industry relies on polygon-based ray tracing. This fundamental incompatibility has so far prevented the seamless integration of Gaussian Splatting scenes into established production pipelines. This thesis presents a hybrid approach for evaluating and integrating computer-generated objects into splat environments. Consciously avoiding the development of proprietary render engines, the application-oriented workflow exclusively utilizes established commercial tools (2DGS, Maxon Redshift and Foundry Nuke). The technical implementation of the workflow is based on three core components: first, utilizing the splat as a spatial, emissive light source for near-field radiometric information; second, supplementing it with traditional CG lights for targeted main illumination; and third, applying differential rendering for the correct extraction and final composition of the render passes. The results, validated through expert interviews, demonstrate strengths in depth-based light interactions: spatial parallax and spherical harmonics considerably enhance the realism of reflections. Furthermore, the method proves to be highly effective in organic environments and unrestricted camera framing. Nevertheless, clear limitations emerge: the lack of closed geometry reduces shadow precision, while the absence of native BRDF data and the 8-bit limitation restrict exact light interactions. Moreover, the workflow inevitably reproduces existing splatting artifacts, making the quality of the integration highly dependent on the inherent characteristics of the splat environment. In conclusion, the hybrid workflow offers immense spatial flexibility but requires a scenario-specific evaluation against the precision of traditional projection methods. This thesis demonstrates the methodological feasibility and paves the way for future GS implementations in post-production.

Keywords:

Gaussian Splatting, Visual Effects, CGI Integration, Hybrid Rendering, Differential Rendering, Ray Tracing

Supervisor:

Prof. Jens Herder, Dr. Eng./Univ. of Tsukuba
Prof. Dr.-Ing. Sina Mostafawy

Location:

The research took place at the Virtual Sets and Virtual Environments Laboratory.

 

Video

 

VirtuellesStudio

HSD FB 5 VSVR

26.05.2026

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