We present GraftRay, a unified method for physically consistent insertion of mesh objects into 2D and 3D Gaussian Splatting (2DGS/3DGS) indoor scenes. We lift albedo, roughness, metallic and normals from diffusion-based 2D priors onto the Gaussians by back-projection, model windows and lamps as analytic area emitters, and recover their absolute radiance from ordinary LDR captures with a low-dimensional fit over unit-radiance bases. A path tracer over Gaussians and meshes then produces view-consistent shading, interreflections and soft shadows, which are composited onto the original reconstruction by differential rendering, preserving the untouched background. On synthetic, real and generated scenes, GraftRay outperforms recent insertion and inverse-rendering baselines in image fidelity and shadow accuracy at competitive cost, and users prefer its lighting and shadows over those of the baselines.
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