Reconstructing 3D assets from images has long required separate pipelines for geometry reconstruction, material estimation, and illumination recovery, each with distinct limitations and computational overhead. We present ReLi3D, the first unified end-to-end pipeline that simultaneously reconstructs complete 3D geometry, spatially-varying physically-based materials, and environment illumination from sparse multi-view images in under one second. Our key insight is that multi-view constraints can dramatically improve material and illumination disentanglement, a problem that remains fundamentally ill-posed for single-image methods. Key to our approach is the fusion of the multi-view input via a transformer cross-conditioning architecture, followed by a novel unified two-path prediction strategy. The first path predicts the object's structure and appearance, while the second path predicts the environment illumination from image background or object reflections. This, combined with a differentiable Monte Carlo multiple importance sampling renderer, creates an optimal illumination disentanglement training pipeline. In addition, with our mixed domain training protocol, which combines synthetic PBR datasets with real-world RGB captures, we establish generalizable results in geometry, material accuracy, and illumination quality. By unifying previously separate reconstruction tasks into a single feed-forward pass, we enable near-instantaneous generation of complete, relightable 3D assets. Project Page: https://reli3d.jdihlmann.com/
Figures & tables
Figure 1: Fast, illumination disentangled reconstructions. ReLi3D reconstructs high-quality 3D meshes with physically based materials from sparse input images, while disentangling illumination effects; all in just 0.3s. It is robustly trained on cross-domain datasets and excels in both single- and multi-view cases, on synthetic data as well as on real-world examples.
Figure 2: ReLi3D Overview. Multi-view input images are fused by a shared cross-conditioning transformer into two parallel paths: a Geometry & Appearance Path (blue) using a Triplane Transformer to predict mesh geometry and PBR materials, and an Illumination Path (green) using a Multi-View Illumination Transformer to estimate HDR environments. Both paths are unified through a differentiable Monte Carlo Multiple Importance Sampling rendering to learn to wproduce complete relightable 3D assets.
Figure 3: PBR & Relighting Results. We show that our spatially varying PBR prediction is faithful to the ground truth and therefore produces highly detailed and realistic relightings.
Polyhaven + Blender Shinny
Relighting
Image
Basecolor
Roughness
Metallic
Method
Time (s)
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LSSIMSE ↓
PSNR ↑
SSIM ↑
RMSE ↓
PSNR ↑
SSIM ↑
RMSE ↓
SF3D
0.26
15.79
0.843
0.150
18.03
0.875
0.120
18.42
0.831
0.220
19.60
0.876
0.127
28.37
0.888
0.116
SPAR3D
0.36
15.23
0.836
0.154
17.02
0.862
0.132
17.70
0.822
0.251
19.53
0.874
0.121
30.52
0.895
0.088
3DTopia-XL
31.38
14.20
0.869
0.140
14.60
0.853
0.168
19.52
0.818
0.330
15.16
0.847
0.191
27.60
0.861
0.071
Hunyuan3D
69.40
14.81
0.845
0.151
17.41
0.875
0.118
21.25
0.837
0.265
—
—
—
—
—
—
Table 1: Relighting & Image & PBR Metrics Comparison. (Left) Relighting performance. (Middle) Image reconstruction performance. (Right) PBR material reconstruction performance. While most methods produce only global PBR parameters, ours produce spatially varying material maps which increase in quality with more views.
Figure 4: Illumination Comparison. (Left) Single view, illumination prediction results compared to ground truth and SPAR3D, which also predicts RENI++ latents, indicating our severely improved method. (Right) Influence of increasing numbers of views and background information. Notice how well we can predict the illumination in the top rows with background information locate light sources correctly, whereas the bottom row is more spread out as it is inferred from diffuse surface reflections only.
Gso + Standford Orb
Uco3D
3D
Image
3D
Image
Method
Time (s)
CD ↓
FS @ 0.1 ↑
FS @ 0.2 ↑
FS @ 0.5 ↑
PSNR ↑
SSIM ↑
LPIPS ↓
CD ↓
FS @ 0.1 ↑
FS @ 0.2 ↑
FS @ 0.5 ↑
PSNR ↑
SSIM ↑
LPIPS ↓
SF3D
0.28
0.132
0.543
0.810
0.974
17.64
0.856
0.131
0.248
0.297
0.564
0.867
12.79
0.748
0.288
SPAR3D
0.39
0.152
0.507
0.766
0.959
16.34
0.837
0.151
0.232
0.368
0.634
0.871
12.39
0.723
0.285
TripoSG
8.54
0.232
0.357
0.619
0.881
14.47
0.832
0.211
0.274
0.297
0.520
0.842
11.85
0.752
0.330
3DTopia-XL
45.03
0.217
0.341
0.636
0.907
14.40
0.831
0.183
0.250
0.262
0.512
0.888
12.00
0.727
0.304
Table 2: 3D and Image Metrics. ReLi3D clearly achieves SOTA in single and sparse multi-view reconstruction while also achieving great speeds. It is worth noting that that TripoSG and Hunyuan3D also produce signficantly higher vertex counts (100k+ vs 4.5k for ours).
Stanford ORB
3D
Image
Basecolor
Method
CD ↓
FS @ 0.1 ↑
FS @ 0.2 ↑
FS @ 0.5 ↑
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
SF3D
0.152
0.512
0.769
0.954
17.75
0.891
0.111
18.52
0.865
SPAR3D
0.165
0.488
0.751
0.940
17.10
0.886
0.113
17.80
0.857
Trellis
0.152
0.561
0.782
0.948
17.13
0.888
0.112
—
—
Hunyuan3D
0.141
0.571
0.801
0.960
16.96
0.877
0.110
21.37
0.872
Table 3: Real-world Evaluation on Stanford ORB. Quantitative evaluation on Stanford ORB dataset showing 3D reconstruction, image quality, and basecolor material prediction performance. Our method outperforms baselines across all metrics and improves with more input views.
Appendix figures & tables11 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 5: PBR Decomposition Results. Our method is capable of producing highly detailed textures and geometries even from a single view. It is also the only method capable of reproducing accurate spatially varying PBR parameters, which are essential for relighting.
Figure 6: Reconstruction Results (Synthetic). Our method performs well across synthetic data and shows accurate reconstructions from a single view. Other methods show collaps with bend or flat predictions.
Figure 7: Reconstruction Results (Real World). Our method produces accurate reconstructions for real-world data, although challenging. Incorporating multiple views improves the performance further by clearing up uncertainties in unseen areas.
Figure 8: Real-world material prediction. Material maps (albedo, roughness, metallic, normal) for real-world objects from UCO3D dataset on very challenging settings, strong reflections and blur. Our method is still able to make a rough prediction and faithfully separates metallic and non-metallic materials.
Figure 9: Varying materials and complex objects. Results on the Blender Shiny dataset showing spatially varying PBR material prediction on complex multi-material objects. The figure shows predicted basecolor, roughness, metallic, and normal maps, along with relit renderings in novel environments.
Figure 10: Illumination Comparison. Comparison of illumination prediction results between DiffusionLight, SPAR3D, and our method (ReLi3D). Predicted environmens vary vastly while ours mimics the ground truth shape and color, DiffusionLight hallucinates a completely different environment, SPAR3D fails.
Time (s) ↓
PSNR ↑
Diffusion Light
ReLi3D
SPAR3D
Diffusion Light
ReLi3D
SPAR3D
21.46
0.34
0.33
20.93
20.88
17.10
Appendix
Table 4: Quantitative evaluation of illumination disentanglement. Comparison of environment map prediction and relighting quality on Polyhaven+HDRI dataset.
3D
Image
Method
CD ↓
FS @ 0.1 ↑
FS @ 0.2 ↑
FS @ 0.5 ↑
PSNR ↑
ReLi3D
0.110
0.676
0.870
0.975
19.92
- MC-Render
0.114
0.668
0.865
0.971
17.54
Appendix
Table 5: Ablation study. Impact of removing the differentiable Monte-Carlo renderer (- MC-Render).
Method
3D Coverage Share (%)
Image Quality Share (%)
Basecolor Share (%)
Roughness Share (%)
Metallic Share (%)
Phase 2 (256) vs Phase 1 (128)
20.2
6.8
22.6
6.3
7.7
Phase 3 (512) vs Phase 2 (256)
70.3
50.0
23.9
31.3
41.0
MC (Full) vs Phase 3 (512)
9.5
43.2
53.5
62.4
51.3
Appendix
Table 6: Training stage contribution analysis. Average share of the total improvement from Phase 1 (128 Gaussians) to the full Monte Carlo stage that is attributable to each intermediate stage. Columns aggregate the metrics shown in Table 1: (1) 3D coverage (CD and [email protected]–0.5), (2) image quality (PSNR, SSIM, LPIPS), (3) basecolor (PSNR, SSIM, LSSIMSE), (4) roughness (PSNR, SSIM, RMSE), and (5) metallic (PSNR, SSIM, RMSE). Early Gaussian stages mainly expand 3D coverage, while the Monte Carlo refinement sharpens PBR material disentanglement.
Polyhaven Subset
3D
Image
Method
CD ↓
FS @ 0.1 ↑
FS @ 0.2 ↑
FS @ 0.5 ↑
PSNR ↑
SSIM ↑
LPIPS ↓
ReLi3D (Random Hero)
0.102
0.697
0.883
0.982
20.25
0.919
0.083
ReLi3D (Frontal Hero)
0.123
0.641
0.840
0.965
19.06
0.909
0.095
Appendix
Table 7: Hero view selection sensitivity. Comparison of metrics using random hero view selection versus always selecting the most frontal view on the Polyhaven dataset.
Figure 11: Failure cases. Failure cases showing challenges with baked in lighting for objects with strong self shadowing (fin of shark) and basecolor prediction difficulties in dark scenes (Rhino). Comparison includes results from Hunyuan3D and our method.