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3DTexMOR: 3D Gaussian Multi-Object Removal via Texture-Space Inpainting
Kunxin Guang, Yonghao Zhao, Jian Yang, Beibei Wang
TL;DR
3D object removal must recover plausible geometry and appearance behind removed objects, but complex multi-object scenes provide limited per-view context and can yield inconsistent inpaintings. 3DTexMOR combines multi-view intrinsic observations in shared texture space and adds geometrically regularized Gaussian completion. It outperforms recent Gaussian removal methods, improving PSNR by over 5.8 dB and reducing LPIPS by at least 22% on synthetic diffuse multi-object scenes.
Problem
3D object removal must complete occluded geometry and appearance, but complex multi-object scenes limit per-view context and consistent image-space completions.
Source: §1 · p. 1Method
3DTexMOR inpaints aggregated multi-view intrinsic observations in shared texture space, reprojects completed maps for supervision, and adds geometrically regularized Gaussian completion.
Source: §1 · p. 2, §3.2 · p. 3Results
Takeaways & Limitations
Experiments demonstrate visually plausible scene completions under both single- and multi-object removal settings.
Source: §1 · p. 2The method assumes completed regions can be approximated by a common plane, limiting it on curved, deformable, or irregular surfaces.
Source: §5 · p. 9
Abstract
from arXiv · showhide
3D object removal aims to remove target objects from reconstructed scenes and complete the geometry and appearance of occluded regions. Existing NeRF- and 3DGS-based methods typically inpaint 2D images to guide 3D completion. However, complex multi-object layouts limit the surrounding context visible in each view, making 2D inpainting prone to artifacts. Inconsistent completions across views also introduce conflicting supervision and blurry reconstructions. We propose 3D Gaussian Multi-Object Removal via Texture-Space Inpainting (3DTexMOR). Our key idea is to perform inpainting in a unified texture space shared by all views. By combining complementary observations, this space provides richer context for recovering missing regions and promotes cross-view appearance consistency. We aggregate multi-view observations into texture maps, inpaint the missing regions, and reproject the completed maps into camera views to supervise Gaussian scene completion. To avoid the influence of view-dependent highlights and reflections, we decompose appearance and aggregate view-independent intrinsic attributes instead of RGB colors. We further introduce geometrically regularized Gaussian completion to constrain the geometry of the completed regions. Extensive experiments demonstrate visually plausible completions and state-of-the-art multi-object removal performance, improving PSNR by 5.8 dB and reducing LPIPS by at least 22% compared with existing methods.
1 INTRODUCTION
3D object removal must complete the geometry and appearance hidden by specified objects while maintaining plausible, consistent results across viewpoints. 3DTexMOR addresses limited per-view context and inconsistent image-space supervision by inpainting in shared texture space and adding geometric constraints.
- 3D object removal reconstructs a scene, removes specified objects, and completes their occluded regions with plausible geometry and appearance.Source: §1 · p. 1
- Complex multi-object scenes limit the context visible in individual views, while inconsistent inpainted appearances can create conflicting supervision and blurry 3D reconstructions.Source: §1 · p. 2
- 3DTexMOR improves PSNR by over 5.8 dB and reduces LPIPS by at least 22% versus the state-of-the-art baseline on synthetic diffuse multi-object scenes.Source: §1 · p. 2
- 3DTexMOR combines complementary multi-view observations in unified texture space, then inpaints and reprojects completed maps to provide shared supervision for scene completion.Source: §1 · p. 2
- The framework aggregates intrinsic images into texture maps and uses geometrically regularized Gaussian completion to constrain recovered 3D structure.Source: §1 · p. 2
2 RELATED WORK
Related work covers 3D object understanding and scene editing, as well as image-based approaches to 3D inpainting and object removal. The paper identifies complex multi-object scenes and consistent geometry and appearance as remaining challenges for existing methods.
- LERF and SA3D (Cen et al., 2023) extend language features or SAM prompts to NeRF, while Feature 3DGS and LangSplat distill semantic features into Gaussians.Source: §2 · p. 2
- Gaussian Grouping attaches segmentation or object identity features to Gaussians, enabling object grouping, selection, and local editing.Source: §2 · p. 3
- NeRF- and 3DGS-based removal methods extend 2D inpainting to scenes, including diffusion-guided Gaussian editing and intrinsic-space inpainting.Source: §2 · p. 3
- Most existing methods still rely on image-based inpainting and mainly target single-object removal, making complex multi-object scenes difficult to complete consistently in geometry and appearance.Source: §2 · p. 3
3 METHOD
3DTexMOR removes selected objects from a Gaussian scene, completes occluded regions using shared texture-space supervision, and constrains the geometry of the completion Gaussians. Its pipeline combines object-aware, view-independent scene attributes with multi-view texture inpainting and geometric regularization.
3.1 OVERVIEW OF THE 3DTEXMOR FRAMEWORK
- The framework removes selected objects and completes occluded regions by combining shared intrinsic-texture supervision with geometric constraints on completion Gaussians.It retains the original Gaussians for unremoved content and optimizes completion Gaussians for the missing regions.Source: §3.1 · p. 3
3.2 OBJECT-IDENTITY AND INTRINSIC 3DGS
- Object identity features enable selective removal, while intrinsic attributes provide view-independent appearance for aggregation across views.Appearance is decomposed into view-independent diffuse and view-dependent glossy components rather than aggregating RGB observations directly.Source: §3.2 · pp. 3–4
3.3 TEXTURE-SPACE INPAINTING
- Multi-view intrinsic observations are mapped to a shared texture space, inpainted, and reprojected to provide consistent supervision across camera views.The space assumes completion regions lie approximately on an estimated support plane; bilinear and viewing-angle weights combine observations, and diffuse, Fresnel, and roughness maps are inpainted independently.Source: §3.3 · pp. 4–5
3.4 GEOMETRICALLY REGULARIZED GAUSSIAN COMPLETION
- Completed textures initialize Gaussians on the estimated support plane, whose geometry is softly regularized during optimization.The regularizers penalize departure from the plane, drift from initial texture coordinates, and changes from initial scales.Source: §3.4 · pp. 5–6
3.5 LOSS FUNCTIONS
- Completion Gaussians are optimized with intrinsic supervision and geometric regularization, including penalties for plane deviation, coordinate displacement, and scale change.Rendered intrinsic maps are compared with reprojected targets within the camera-view inpainting mask.Source: §3.5 · p. 6
4 EXPERIMENTS
Across synthetic and real-world scenes, 3DTexMOR is compared with prior methods and evaluated through component ablations. The experiments examine shared texture-space supervision, intrinsic decomposition, and geometric regularization.
4.1 IMPLEMENTATION DETAILS
- On an RTX 4090D, initial 3DGS reconstruction takes about 40 minutes, texture-space inpainting about 30 seconds, and Gaussian completion about 4 minutes.On Syn-Reflective, full physically-based rendering reaches 40.0 FPS for approximately 30,000 Gaussians at 800 × 800 resolution.Source: §4.1 · p. 6
4.2 EXPERIMENTAL SETUP
- Evaluation covers synthetic reflective and diffuse scenes and real-world single- and multi-object scenes, using full-image and mask-domain PSNR, SSIM, LPIPS, and FID metrics.The synthetic datasets each contain three scenes; Real-Single contains three scenes and Real-Multiple four.Source: §4.2 · pp. 6–7, Table 1 · p. 7
4.3 COMPARISONS WITH PRIOR WORKS
- 3DTexMOR achieves the best performance across reported metrics on Syn-Diffuse; on Syn-Reflective, it beats three baselines on PSNR, SSIM, and FID, while GOR-IS has slightly lower LPIPS.Visual comparisons also show fewer artifacts and less blurriness on real-world and synthetic scenes.Source: Table 1 · p. 7, Figure 4 · p. 7, §4.3 · p. 8
4.4 ABLATION STUDIES
- Replacing texture-space inpainting with image-space inpainting produces more artifacts in occluded regions that propagate into renderings; texture-space inpainting improves PSNR by approximately 7 dB across the synthetic datasets.The comparison averages metrics over Syn-Diffuse and Syn-Reflective.Source: §4.4 · p. 8, Table 2 · p. 8, Figure 5 · p. 8
- On reflective scenes, intrinsic decomposition removes deleted-object reflections and improves all reported metrics, while its improvement is less pronounced on diffuse scenes.The decomposition provides view-independent attributes for reducing glossy-surface artifacts.Source: §4.4 · pp. 8–9, Figure 6 · p. 9
- The anchor loss constrains drift along the estimated plane, while the surface loss penalizes perpendicular distance; adding both progressively improves performance, with the full model achieving the best metrics.The losses produce more uniform normals and visibly improve completed-region renderings.Source: §4.4 · p. 9, Table 3 · p. 9
5 CONCLUSION
3DTexMOR combines shared texture-space observations with geometrically regularized Gaussian completion, and experiments on synthetic and real-world scenes show it outperforms recent Gaussian object removal methods. Its current completion regions must be well approximated by a common plane.
5 CONCLUSION
- 3DTexMOR outperforms recent Gaussian object removal methods on synthetic and real-world scenes.The framework aggregates complementary multi-view observations in shared texture space and adds geometric constraints to recover plausible structure.Source: §5 · p. 9
- A common texture space combines complementary multi-view observations to provide richer information and reduce appearance inconsistencies during completion.Geometrically regularized Gaussian completion complements texture supervision with constraints on the completed regions.Source: §5 · p. 9
- Completion regions must be well approximated by a common plane; planar mapping may misalign reprojected supervision on curved, deformable, or irregular surfaces.Extending texture-space representation to more general surfaces is identified as future work.Source: §5 · p. 9
A TECHNICAL DETAILS
The appendix expands the scene representation, completion modules, and training objective, covering intrinsic appearance, texture-space supervision, and Gaussian completion.
A TECHNICAL DETAILS
- The appendix details intrinsic attributes and the reflection renderer used in the representation.Source: A TECHNICAL DETAILS · p. 13
- It describes texture-space construction, inpainting, and reprojection.Source: A TECHNICAL DETAILS · p. 13
- It specifies Gaussian initialization and explains how intrinsic supervision and geometric regularization guide completion.Source: A TECHNICAL DETAILS · p. 13
A.1 INTRINSIC DECOMPOSITION AND REFLECTION RENDERING
The appendix separates view-independent intrinsic attributes from view-dependent glossy appearance. Texture-space inpainting aggregates the intrinsic attributes, while reflection rendering evaluates the glossy component.
A.1 INTRINSIC DECOMPOSITION AND REFLECTION RENDERING
- Each Gaussian carries diffuse radiance, normal-incidence Fresnel reflectance, and roughness; deferred rasterization produces their per-view maps and a normal map.Diffuse radiance includes diffuse illumination under fixed capture lighting and is not an estimate of unlit albedo.Source: §A.1 · p. 13
- The renderer traces reflected rays through the Gaussian scene for near-field radiance and uses an optimizable environment map for visible far-field radiance.Removing an object can change reflected radiance at a different surface location because the near-field term queries the scene.Source: §A.1 · p. 13
- Schlick’s approximation converts intrinsic Fresnel reflectance into an angle-dependent Fresnel factor, and roughness-guided filtering approximates glossy reflection.Only the intrinsic reflectance enters texture space; the angle-dependent factor is evaluated during reflection rendering.Source: §A.1 · p. 13
- Texture-space inpainting aggregates view-independent intrinsic attributes rather than the view-dependent glossy component, avoiding direct combination of highlights and reflections across views.The glossy component is evaluated from the edited scene.Source: §A.1 · p. 13
A.2 TEXTURE-SPACE INPAINTING DETAILS
Texture-space inpainting projects multi-view intrinsic observations onto a fitted plane, fills object footprints, and reprojects completed maps into camera views for supervision. Plane-based correspondences and masks determine which observations and targets are valid.
A.2 TEXTURE-SPACE INPAINTING DETAILS
- A fitted plane provides the shared geometric reference for texture projection, object masks, Gaussian initialization, and surface regularization.The plane is estimated by minimizing background Gaussian centers’ squared distances to it.Source: §A.2 · p. 13
- Plane coordinates use two tangent axes and a regular texel grid; texture coordinates and grid coordinates serve distinct geometric and sampling roles.A stride of sT texels corresponds to distances sT ∆u and sT ∆v on the surface.Source: §A.2 · pp. 13–14
- Camera rays intersect the plane to produce texture coordinates; aggregation requires a forward, in-domain correspondence and a visible background observation.A ray must not be parallel to the plane, and retained objects must not occlude the observation.Source: §A.2 · p. 14
- Intrinsic observations are bilinearly splatted to neighboring texels and weighted by the absolute dot product of the plane normal and viewing direction.Grazing views receive lower weight; the accumulated support denominator is stabilized by ϵ, which does not make unobserved texels observed.Source: §A.2 · p. 14
- The completion mask is the union of selected objects’ projected footprints, distinct from the observation-validity set that determines which values enter the texture.Object centers closest to the fitted plane are projected to form their footprints.Source: §A.2 · p. 14
- After object deletion, the method aggregates diffuse, Fresnel, and roughness textures, then inpaints all three with the same footprint mask.Generated values are retained inside the mask, aggregated inputs remain unchanged outside it, and normals and the scene-dependent glossy term are not inpainted.Source: §A.2 · p. 15
- Completed intrinsic maps are reprojected to camera views, where pixels at the same plane location receive the same completed texture value.Targets must be in front of the camera, inside the texture domain, and unoccluded by retained content; they may cover regions without original background observations.Source: §A.2 · p. 15
A.3 GAUSSIAN INITIALIZATION AND OPTIMIZATION DETAILS
Completion Gaussians are initialized within the texture-inpainting mask and optimized against fixed, reprojected intrinsic targets. Soft geometry penalties constrain their centers and scales while allowing local adjustment.
A.3 GAUSSIAN INITIALIZATION AND OPTIMIZATION DETAILS
- Completion Gaussians are initialized within the texture-inpainting mask, using sampled texture locations to set their initial centers and appearance.Their initial scales are determined by the sampling spacing.Source: §A.3 · p. 15
- The initialization mask matches the texture-space inpainting mask, linking the region sampled for completion Gaussians to the region receiving texture supervision.The objective combines intrinsic supervision with the three weighted geometry penalties.Source: §A.3 · pp. 15–16
- Soft surface and anchor penalties discourage normal and tangential center drift, while the scale penalty discourages expansion or collapse relative to the sampling footprint.These penalties permit local adjustments and do not prescribe exact optimized centers; the surface term does not directly constrain orientation.Source: §A.3 · p. 16
- Only the completion Gaussians are optimized to fit fixed reprojected intrinsic-map targets, using a masked L1 loss and geometry penalties.The retained Gaussians, completed textures, targets, and supervision masks remain fixed.Source: §A.3 · p. 16
B SUPPLEMENTARY RESULTS
The supplementary results provide visual comparisons for multi-object removal and for texture-space versus screen-space inpainting across single- and multi-object settings.
B SUPPLEMENTARY RESULTS
- The supplementary comparisons complement the main-text texture-space inpainting ablation.The cited passage identifies Figure 5 and Table 2 as the main-text comparisons.Source: B SUPPLEMENTARY RESULTS · p. 17
- Figure B.1 presents a visual comparison of multi-object removal.The caption does not state a specific outcome.Source: Figure B.1 · p. 17
- Figure B.2 compares screen-space and texture-space inpainting for both single-object and multi-object removal.These comparisons supplement the texture-space inpainting ablation in Figure 5 and Table 2.Source: Figure B.2 · p. 17, B SUPPLEMENTARY RESULTS · p. 17
Related papers
This paper cites
- The Unreasonable Effectiveness of Deep Features as a Perceptual Metric2018
- NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis2020
- SAM 2: Segment Anything in Images and Videos2024
- RePaint: Inpainting using Denoising Diffusion Probabilistic Models2022
- Resolution-robust Large Mask Inpainting with Fourier Convolutions2021