Niantic Spatial Launches Gaussian Splat Relighting

Michael Rubloff

Michael Rubloff

Niantic Spatial

Niantic Spatial has launched Gaussian splat relighting in beta for selected design partners, using the aligned mesh that accompanies its reconstructions as the lighting proxy.

A Gaussian splat bakes the sun, atmosphere, shadows and weather into its captured appearance and carries no editable lighting model. A team that wants the same environment at dawn, under a different sky, or after a weather change has otherwise had to recapture and reconstruct the scene.

The Niantic Spatial workflow renders physically based sky lighting, sun and atmosphere, onto the aligned .glb mesh that ships with its reconstructions, uses precomputed radiance transfer to bake shadows and ambient occlusion, then transfers that lighting onto the individual Gaussians to produce relit variants. Geometry does not move. Niantic Spatial recomputes only the per Gaussian spherical harmonics appearance coefficients, so collision meshes, navigation meshes and semantic labels carry over untouched from one variant to the next.

Precomputed radiance transfer has been in graphics research for decades, and the 2024 PRTGS paper applied it to Gaussian splats for soft shadows, indirect illumination and interreflections. The new step, in Niantic Spatial's framing, is applying that idea to its real to sim pipeline. Niantic Spatial and Spexi announced a partnership for city scale Gaussian splats earlier this year.

Variants generated so far cover sun and atmosphere changes, time of day including dawn lighting, fog and humidity driven dimming, rain and weather, and wet ground with reflective puddles. Generation is offline and in batches. The beta alters appearance and illumination only, with volumetric fog and animated rain treated as complementary simulation layers.

Relighting is only as good as the underlying mesh, and inaccurate geometry surfaces as visible artifacts in the relit splat. Natural scenes hold up best because irregular terrain and vegetation make small inaccuracies less perceptible, while flat surfaces, sharp corners, glass and windows are less forgiving and indoor scenes may require additional validation. Niantic Spatial publishes no timings, no scene counts and no partner numbers.

Each engagement runs as a loop of selecting a scene and target conditions, reviewing the source splat and mesh, producing an initial relit set, evaluating it inside the partner's own application or simulator, and feeding that back into the workflow and the renderer. Niantic Spatial calls it an early, collaborative capability and "not a self-service API." Access is by application only.

Learn more here.

Featured

Recents

Platforms

Babylon.js 9.27.1 Puts Gaussian Splats in Frame Graph

Babylon.js 9.27.1 Puts Gaussian Splats in Frame Graph Intro: Babylon.js 9.27.1 adds Gaussian splats to the frame graph geometry renderer, writing GLSL and WGSL prepass outputs for depth, normal, albedo and velocity.

Michael Rubloff

Sep 19, 2026

Platforms

Babylon.js 9.27.1 Puts Gaussian Splats in Frame Graph

Babylon.js 9.27.1 Puts Gaussian Splats in Frame Graph Intro: Babylon.js 9.27.1 adds Gaussian splats to the frame graph geometry renderer, writing GLSL and WGSL prepass outputs for depth, normal, albedo and velocity.

Michael Rubloff

CorbeauSplat 2.0.0-beta.4 Fixes Its 4DGS COLMAP Step

CorbeauSplat v2.0.0-beta.4 is a pre-release fixing a 4DGS bug that fed COLMAP every frame of every camera, and tracking renamed splat-transform CLI flags.

Michael Rubloff

Sep 18, 2026

CorbeauSplat 2.0.0-beta.4 Fixes Its 4DGS COLMAP Step

CorbeauSplat v2.0.0-beta.4 is a pre-release fixing a 4DGS bug that fed COLMAP every frame of every camera, and tracking renamed splat-transform CLI flags.

Michael Rubloff

Platforms

fVDB v0.6.0 Moves Gaussian Splatting API to Reality Capture

fVDB v0.6.0 moves the high-level Gaussian splatting API out of fvdb-core to fVDB Reality Capture, keeping the CUDA kernels and adding multi-GPU 3DGUT support.

Michael Rubloff

Sep 18, 2026

Platforms

fVDB v0.6.0 Moves Gaussian Splatting API to Reality Capture

fVDB v0.6.0 moves the high-level Gaussian splatting API out of fvdb-core to fVDB Reality Capture, keeping the CUDA kernels and adding multi-GPU 3DGUT support.

Michael Rubloff

Platforms

Crate 2.0.2 Brings Gaussian Splat Conversion Into Nuke

Crate 2.0.2 is an Apache 2.0 asset browser for Nuke that previews Gaussian splats in 3D and bundles PlayCanvas splat-transform for conversion, on Windows only.

Michael Rubloff

Sep 17, 2026

Platforms

Crate 2.0.2 Brings Gaussian Splat Conversion Into Nuke

Crate 2.0.2 is an Apache 2.0 asset browser for Nuke that previews Gaussian splats in 3D and bundles PlayCanvas splat-transform for conversion, on Windows only.

Michael Rubloff

Trending Articles
  1. TRENDING
    Loading...
  2. TRENDING
    Loading...
  3. TRENDING
    Loading...
Michael Rubloff

Written by Michael Rubloff

Michael is the Founder and Managing Editor of Radiancefields.com

More from Michael Rubloff

More from Michael Rubloff

Platforms

Babylon.js 9.27.1 Puts Gaussian Splats in Frame Graph

Babylon.js 9.27.1 Puts Gaussian Splats in Frame Graph Intro: Babylon.js 9.27.1 adds Gaussian splats to the frame graph geometry renderer, writing GLSL and WGSL prepass outputs for depth, normal, albedo and velocity.

Michael Rubloff

Sep 19, 2026

Babylon.js

Platforms

Babylon.js 9.27.1 Puts Gaussian Splats in Frame Graph

Michael Rubloff

Sep 19, 2026

Babylon.js

Platforms

Babylon.js 9.27.1 Puts Gaussian Splats in Frame Graph

Babylon.js 9.27.1 Puts Gaussian Splats in Frame Graph Intro: Babylon.js 9.27.1 adds Gaussian splats to the frame graph geometry renderer, writing GLSL and WGSL prepass outputs for depth, normal, albedo and velocity.

Michael Rubloff

Sep 19, 2026

Babylon.js

Platforms

Niantic Spatial Launches Gaussian Splat Relighting

Niantic Spatial opens a design-partner beta for Gaussian splat relighting, using the aligned mesh and precomputed radiance transfer to vary sun, sky and rain.

Michael Rubloff

Sep 19, 2026

Niantic Spatial

Platforms

Niantic Spatial Launches Gaussian Splat Relighting

Michael Rubloff

Sep 19, 2026

Niantic Spatial

Platforms

Niantic Spatial Launches Gaussian Splat Relighting

Niantic Spatial opens a design-partner beta for Gaussian splat relighting, using the aligned mesh and precomputed radiance transfer to vary sun, sky and rain.

Michael Rubloff

Sep 19, 2026

Niantic Spatial

CorbeauSplat 2.0.0-beta.4 Fixes Its 4DGS COLMAP Step

CorbeauSplat v2.0.0-beta.4 is a pre-release fixing a 4DGS bug that fed COLMAP every frame of every camera, and tracking renamed splat-transform CLI flags.

Michael Rubloff

Sep 18, 2026

Corbeau Splat

CorbeauSplat 2.0.0-beta.4 Fixes Its 4DGS COLMAP Step

Michael Rubloff

Sep 18, 2026

Corbeau Splat

CorbeauSplat 2.0.0-beta.4 Fixes Its 4DGS COLMAP Step

CorbeauSplat v2.0.0-beta.4 is a pre-release fixing a 4DGS bug that fed COLMAP every frame of every camera, and tracking renamed splat-transform CLI flags.

Michael Rubloff

Sep 18, 2026

Corbeau Splat