Inverse Rendering

Recent momentum

emerging

4 papers in the last 28 days · 0.1% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

Weekly history

Recent digests

What was published in this topic, kept on the site without email delivery.

Period ending 2026-09-21

1 new paper

A weekly snapshot of new work published in Inverse Rendering.

Period ending 2026-09-14

1 new paper

A weekly snapshot of new work published in Inverse Rendering.

Period ending 2026-09-07

2 new papers

A weekly snapshot of new work published in Inverse Rendering.

31 papers

Latest in Inverse Rendering

Sep 17, 2026cs.CV

GS-PI: An Optimization-Decoupled Appearance Decomposition Approach for Generating PBR Gaussian Assets

Gaussian Splatting (GS) excels at novel-view synthesis but encodes baked-in radiance, tightly entangling illumination with geometry and preventing seamless integration into physically based rendering (PBR) pipelines. Existing inverse-rendering methods attempt to disentangle materials via joint optimization, but often suffer from competing objectives that cause severe ambiguities and residual lighting artifacts. To overcome this, we present GS-PI, a novel optimization-decoupled framework that casts PBR material generation as a geometry-conditioned diffusion process on 3D point clouds. By operating directly in the 3D domain, our method inherently guarantees multi-view consistency, sidestepping the severe pixel correspondence issues that challenge 2D diffusion approaches. We introduce a multi-scale cross-view conditioning mechanism that integrates three complementary components: a global semantic prior, source-anchored photometric cues, and an absolute spatial learned view-direction conditioning signal. This design efficiently compresses complex multi-view evidence, mitigating cross-view projection misalignment and successfully preventing specular highlights from baking into intrinsic colors. By extracting a point cloud from a pre-trained Gaussian model, predicting PBR attributes via conditional diffusion, and distilling them back through differentiable rasterisation, we yield a fully relightable PBR-GS asset. GS-PI outperforms recent inverse-rendering baselines while replacing per-scene joint illumination/BRDF optimization with a learned diffusion pass followed by a short target-driven distillation, without requiring proxy meshes.
Jieting Xu, Rengan Xie, Zijian Huang +3
Sep 7, 2026cs.CV

RelightFormer: Feed-forward Generative Transformer for Multiview Object Relighting

Image relighting is traditionally tackled via complex inverse rendering pipelines, which suffer from ill-posed optimization, or single-image generative models that ignore crucial multi-view cues necessary for understanding 3D geometry and material interactions. To address these limitations, we introduce a feed-forward generative Transformer for direct single- and multi-view image relighting that entirely bypasses explicit intrinsic property estimation. Adapted from a video foundation model, our architecture features a latent illumination module that dynamically injects target environment maps into spatial features via cross-attention. Furthermore, we employ permutation-invariant positional encodings to symmetrically process unordered multi-view inputs without sequential bias. To train this robust data-driven model, we construct the massive Laval Objaverse Dataset (LOD), comprising 90K objects and 39K unique illuminations. Extensive experiments demonstrate state-of-the-art visual quality, photorealistic relighting quality, and strong zero-shot generalization across single-view, multi-view, and novel-view relighting tasks.
Hejun Wang, Jinxi Li, Junwei Jiang +4
Sep 1, 2026cs.CV

Separating perception from reasoning in vision-language models: a model-free render ceiling for crystal structures

Multimodal evaluations cannot say whether a vision-language model misread an image or misreasoned about it, because every existing method for separating the two places a second model in the loop. We introduce the render ceiling, a model-free reference for benchmarks built by rendering known objects: inverting the frozen cameras and re-solving cross-view correspondence recovers exactly the answer the images support. We prove the ceiling fails only through an enumerable set of projection coincidences and certify that set empty on 2,160 rendered crystal structures, so every point of a model's deficit belongs to the model. Across fourteen vision-language models, supplying exact geometry as text lifts every model yet closes under half the gap for thirteen, while a supervised vision model with no language component reads the same images at 0.8952, above every vision-language model. The instrument exposes extraction-stage fabrication that downstream accuracy would misattribute to reasoning, yields camera-placement rules for benchmark builders, and transfers to any benchmark with an invertible forward rendering.
Can Polat, Mustafa Kurban, Erchin Serpedin +1
Sep 1, 2026cs.GR

Inverse Rendering for Modeling with Line Primitives

Faithfully capturing diverse real-world objects with fuzzy, anisotropic structures, such as hair, fur, fibers, and textiles, for efficient real-time visualization remains challenging. Recent radiance field reconstruction methods capture these structures from multi-view images using translucent volumetric primitives such as 3D Gaussians rather than opaque low-dimensional primitives (e.g., triangles, line segments, and polylines), thereby limiting compatibility with standard depth-tested rasterization, reflection modeling, and physical simulation. We present an inverse rendering method for reconstructing fuzzy geometry using explicit line segments, which are rasterized on a subpixel grid for anti-aliasing to reproduce a semi-transparent appearance. While straightforward to render, optimizing numerous line primitives to match target images poses a significant challenge. We address this by introducing a stochastic differentiable rasterizer for line segments that produces informative gradients with respect to vertex positions, attributes, and discrete connectivity. Experiments on synthetic and real-world datasets show that our method outperforms surface-based approaches in capturing fuzzy boundaries and achieves quality comparable to volumetric representations while relying entirely on explicit geometry. The resulting representation integrates seamlessly with standard graphics pipelines, enabling cross-platform rendering, various shading models, and physical simulation.
Kenji Tojo, Ariel Shamir, Nobuyuki Umetani +1
Jul 24, 2026cs.GR

Inter-Reflective Gaussian Splatting for Robust and Efficient Inverse Rendering

Faithful inverse rendering requires visibility and indirect radiance to explain secondary illumination and inter-reflection, yet rasterization-oriented Gaussian representations do not naturally support the secondary-ray queries needed to recover them. We present IRGS++ (Inter-Reflective Gaussian Splatting), a unified robust and efficient Gaussian inverse rendering framework. During transport-aware optimization, IRGS++ employs differentiable 2D Gaussian ray tracing on surface-oriented Gaussian primitives to query visibility and indirect radiance on the fly and evaluate the full rendering equation for inter-reflective transport. This physical core makes Gaussian inverse rendering physically grounded beyond rasterized appearance modeling. To make this backbone useful beyond low-gloss dielectric scenes, the framework incorporates metallic-aware material modeling and robust reflective initialization for glossy, specular, and metallic materials. To make it practical, multiple importance sampling and denoising stabilize finite-sample rendering, while mesh-based secondary-attribute queries reduce the cost of relighting under novel illumination. Quantitative evaluations on low-gloss and glossy benchmarks show improved decomposition and relighting quality together with favorable quality--speed trade-offs under the reported configurations, while real-world studies illustrate plausible relighting under novel illumination.
Chun Gu, Xiaofei Wei, Zixuan Zeng +2
Jul 20, 2026cs.CV

FF-ProCams: Feed-Forward Gaussian Splatting for Projector-Camera System

Projector-camera (ProCams) systems achieve active scene perception and controllable appearance manipulation via structured illumination, serving as a core infrastructure for spatial augmented reality, projection mapping, and surface reflectance acquisition. Existing inverse-rendering methods for ProCams deliver high-fidelity results but rely on time-consuming per-scene optimization, while mainstream feed-forward 3D reconstruction models produce baked appearance that cannot adapt to spatially varying projector illumination. To resolve this accuracy-efficiency trade-off, we propose FF-ProCams, a Feed-Forward 3D Gaussian inverse-rendering framework for ProCams. A hybrid Mamba2-Transformer encoder aggregates cross-view geometric and photometric cues from sparse multi-view observations, and lightweight heads predict a relightable Gaussian representation in a single forward pass. We further design a projector-aware differentiable renderer to synthesize camera observations under arbitrary active illumination and ProCams poses. To enable feed-forward training, we construct a large-scale synthetic ProCams dataset covering diverse object geometries and surface materials. Experiments show FF-ProCams achieves high-fidelity projector-aware rendering, generalizes to unseen patterns, and supports novel projector-camera poses. Using only 8 input views, it outperforms optimization-based baselines with 297 views while reducing test-time reconstruction to 0.13 seconds (a three-to-five-order-of-magnitude speedup). The code and data are available at https://github.com/CPREgroup/FF-ProCams/.
Ziyao Wang, Yuqi Li, Wenxing Zheng +2
Jul 19, 2026cs.GR

Feature-Guided Diffusion for Non-Differentiable Inverse Rendering

Inverse rendering is traditionally solved via differentiable renderers and gradient descent, which requires substantial problem-specific engineering and is prone to getting stuck in local minima due to ambiguities. Derivative-free approaches alleviate engineering requirements, but often heavily depend on a good problem initialization. In this work, we propose Feature-Informed Diffusion Evolution (FIDE), a fully black-box framework that requires no gradients or specific initialization: the renderer is treated as an opaque function whose only requirement is to produce images. Our key insight is feature guiding: rather than reducing each candidate rendering to a scalar loss value, we use a Vision Transformer (ViT) to extract dense visual features from it. We subsequently use these features to train a diffusion-based candidate proposal model, allowing the network to use visual cues to predict parameters that would match the target image. The candidate solutions proposed by this diffusion model are then refined in a closed loop with a CMA evolution strategy, continuously narrowing the proposal region as optimization progresses. We validate across diverse inverse problems from path tracing, vector splines, Voronoi shaders, and robotics, and demonstrate that feature-guiding substantially improves convergence over scalar-loss baselines and reliably escapes local minima where gradient-based methods stall.
Andrei-Timotei Ardelean, Michael Fischer, Tim Weyrich +1
Jul 14, 2026cs.CV

Differentiable Polarized Path Tracing

Physically based differentiable rendering has proven to be a powerful tool for inverse rendering problems (e.g., 3D reconstruction, reflectance estimation, lighting estimation). However, most existing methods operate solely on radiometric intensity, discarding valuable polarization cues that constrain scene geometry and material properties. While forward simulation of polarized light is well-defined via Mueller-Stokes calculus, extending reverse-mode differentiation to this domain presents significant challenges. The rank-deficient nature of common polarimetric operators, such as linear polarizers and diffuse reflections, violates the invertibility assumptions of standard gradient estimators like path replay backpropagation and results in numerical instability. We address this by proposing a robust, polarization-aware differentiable path tracing method. Our approach estimates unbiased gradients through a combination of path replay and local caching. This formulation enables efficient and stable optimization of material and lighting parameters in complex scenes, broadening the applicability of physically based inverse rendering. Project page: https://vcai.mpi-inf.mpg.de/projects/DPPT/
Pramod Rao, Jérémy Riviere, Xilong Zhou +6
Jul 10, 2026cs.CV

Dynamic Inverse Rendering for Enhanced Material-Lighting Decomposition

Decomposing outgoing surface radiance into material and illumination during inverse rendering is essential for applications such as relighting and augmented reality, yet it is severely ill-posed since multiple combinations can result in the same observed colour. Capturing an object under multiple lighting conditions usually helps resolve this ambiguity as it constrains the optimization towards correct solutions. In this work, we explore the potential of reconstructing rigidly moving objects -- which provides observations of diverse light-surface interactions -- to resolve the material-lighting ambiguity in inverse rendering. For this purpose, we introduce a relightable approach that marries object tracking and reconstruction with inverse rendering for general rigidly moving objects. Our experimental analysis on synthetic data demonstrates that motion can be an advantage for disentangling material and lighting: the reconstructed material is significantly more accurate when the object is observed under rigid motion than when it is static. Moreover, results on RGB videos of real hand-held objects show that our pipeline preserves this advantage even under noisy real-world conditions.
Raza Yunus, Benjamin Ummenhofer, Jan Eric Lenssen +1
Jul 2, 2026cs.CV

InvSplat: Inverse Feed-Forward Scene Splatting

Inverse rendering aims to recover both 3D geometry and physically meaningful material properties from images, enabling applications such as relighting and novel view synthesis. Optimization-based methods achieve high fidelity but require costly per-scene fitting, while image-space learning-based approaches often suffer from multi-view inconsistencies and lack an explicit 3D representation for stable novel view rendering. We present a feed-forward multi-view reconstruction framework for inverse rendering that directly predicts a structured 3D Gaussian representation with intrinsic material attributes. Each Gaussian primitive is parameterized by mean, normal, opacity, rotation, scale, albedo, metallic, and roughness, enabling a disentangled and physically grounded scene representation. Our model integrates priors from a material estimation network with a multi-view 3D reconstruction backbone, allowing joint prediction of geometry and reflectance parameters in a single forward pass. Experiments on synthetic and real-world datasets demonstrate improved multi-view consistency compared to 2D baselines, accurate material recovery, and stable novel view rendering. Our representation further supports physically-based relighting and more faithful modeling of view-dependent effects compared to existing RGB-based feed-forward reconstruction methods. Our project webpage is: \href\href{https://poliik.github.io/invsplat/}{\text{https://poliik.github.io/invsplat/}}.
Polina Karpikova, Wenjing Bian, Haofei Xu +2
Jun 30, 2026cs.CV

Diffusion-Based Material Regularization for Physics-Based Inverse Rendering

Reconstructing physics-based 3D assets -- geometry, materials, and illumination -- from multi-view images is a core problem in computer graphics and vision, and a prerequisite for realistic relighting and editing. Physics-based inverse rendering offers an accurate image-formation model, but is severely underconstrained: without strong priors, illumination is baked into materials, and reconstructions generalize poorly to novel views and lighting. Data-driven diffusion models, in contrast, predict visually plausible materials, yet their predictions rarely satisfy the rendering equation and are not directly usable for physics-based rendering. We bridge these two paradigms rather than replacing either. Our key idea is to treat the predictions of a state-of-the-art diffusion model not as target material values but as a similarity kernel for optimization: we introduce a regularization loss that penalizes deviations in the optimized material over surface regions where the diffusion predictions are near-constant, while leaving the optimization free to match the input images. Built on this regularizer, our end-to-end pipeline jointly reconstructs geometry, materials, and illumination, yielding high-quality assets that drop into standard rendering pipelines and relight faithfully. On the Synthetic4Relight, Stanford-ORB, and DTC-Synthetic datasets, our method significantly outperforms state-of-the-art baselines in both reconstruction accuracy and relighting quality.
Jingwang Ling, Lifan Wu, Feng Xu +1
Jun 28, 2026cs.CV

DR-GS: Physically-Based Deformable and Relightable 2D Gaussians

Gaussian splatting (GS) has garnered significant attention in VR/AR and digital content creation due to its explicit parameterization and efficient rendering capabilities. However, existing GS-based methods for deformable objects face two key limitations: (i) illumination is erroneously baked into textures, causing physically inconsistent responses under dynamic deformations and lighting changes; (ii) snapshot-based reconstruction restricts post-reconstruction material editing. To address these challenges, we propose Deformable and Relightable GS (DR-GS), a unified Gaussian framework that integrates physically-based inverse rendering, relighting, and deformation-aware manipulation. Through explicitly disentangling geometry, illumination, and material representations, DR-GS overcomes the limitations of static snapshots, resolving unrealistic appearance under varying conditions while enabling post-reconstruction parameter editing. Extensive experiments show that DR-GS achieves leading visual quality across static reconstruction, dynamic deformation, and relighting, reliably preserving reflections and specular highlights on glossy surfaces. It further establishes a fully decoupled geometry-illumination-material pipeline, enabling high-quality 3D asset creation and comprehensive post-editing.
Jiaxin Li, Tong Wu, Yi Wei +2
Jun 26, 2026cs.CV

AEGIR: Modeling Area Emitters for Indoor Inverse Rendering using Gaussian Splatting

Inverse rendering requires separating illumination from surface materials, which is highly ambiguous due to their tight coupling in observed images. While Gaussian Splatting is efficient for novel view synthesis, existing relightable methods approximate scene lighting using discrete point lights, global environment maps, or implicit representations. By ignoring the physical spatial extent of real-world emitters, these approaches produce incorrect light attenuation and unrealistic shadows. We present AEGIR (Area Emitters for Gaussian Inverse Rendering), a framework that explicitly models local area emitters within a relightable Gaussian Splatting representation. Joint optimization of emitters, materials, and geometry is challenging due to flexible emitter parameterization, which increases both the number of parameters and the ambiguity between illumination and materials. We address this by introducing a differentiable deferred rendering pipeline that integrates multiple importance sampling with targeted regularization. As a result, AEGIR accurately simulates local light transport and achieves more consistent decomposition. Experiments show that explicit area emitters improve illumination reconstruction and enhance downstream tasks, including novel view synthesis, controlled relighting, and virtual object insertion, particularly in scenes with complex local lighting.
Mohamed Shawky Sabae, Philipp Langsteiner, Jan-Niklas Dihlmann +1
Jun 26, 2026cs.CV

Monocular Avatar Reconstruction via Cascaded Diffusion Priors and UV-Space Differentiable Shading

Reconstructing high-fidelity, relightable 3D avatars from a single in-the-wild image is a challenging ill-posed problem, primarily hindered by the scarcity of high-quality PBR data and the complexity of disentangling illumination from intrinsic materials. In this paper, we present a data-efficient framework that leverages the robust priors of a unified pre-trained diffusion backbone to sequentially address texture completion, delighting, and material decomposition. Unlike existing methods that rely on fragmented pipelines or extensive proprietary datasets, we utilize cascaded Low-Rank Adaptations (LoRAs) to adapt the strong generative prior of the diffusion model for each sub-task in UV space. Specifically, we first employ an Inpainting LoRA to complete missing UV textures caused by occlusion, leveraging the model's semantic understanding to generate semantically and photometrically coherent details. Subsequently, a Light-Homogenization LoRA and a novel Cross-Intrinsic Attention mechanism are introduced to remove baked-in lighting and collaboratively synthesize pixel-aligned PBR maps (Albedo, Normal, Roughness, Specular, and Displacement). To ensure physical plausibility, we impose a UV-space differentiable BRDF shading loss during the decomposition stage, forcing the generative process to adhere to the rendering equation without the artifacts typical of rasterization-based supervision. Extensive experiments demonstrate that our method, trained on fewer than 100 real 3D scans, generates comprehensive, 4K-resolution PBR assets with superior realism and generalization compared to state-of-the-art methods, and all training code and model weights will be released upon acceptance.
Hong Li, Minqi Meng, Yanjun Liang +10
Jun 25, 2026cs.CV

Extracting Neural Materials from Multi-view Images

Neural materials can represent complex specular reflections and scattering effects in a compact, universal basis. However, acquiring and authoring such materials remains challenging. We present NeuMatEx, a differentiable inverse rendering method for extracting spatially varying neural materials from images. The nonlinear structure of neural material latent spaces makes optimization with naive inverse rendering infeasible. To address this, we train a Large Material Reconstruction Model (LMRM) that directly predicts initialbase color, neural material latents, and aleatoric uncertainty guides from images. This material prior provides a good initialization and better constrains our subsequent optimization using inverse path tracing. The predicted uncertainty further helps by anchoring high-confidence regions more tightly to the LMRM prediction, preventing lighting and complex specular effects from being baked into materials. Experiments on synthetic and real assets show that NeuMatEx extracts complex materials with better visual quality and material decomposition than PBR-based methods.
Kim Youwang, Jon Hasselgren, Peter Kocsis +3
Jun 15, 2026cs.CV

BRDFusion: Physics Meets Generation for Urban Scene Inverse Rendering

Inverse rendering of urban scenes from captured videos enables numerous applications, including content creation and autonomous driving simulation. Physically-based rendering methods follow and control lighting physics, but suffer from reconstruction and rendering artifacts. While generative models produce realistic videos, they offer limited consistency and controllability. We present BRDFusion, a unified framework that combines two complementary models for inverse and forward rendering. Specifically, BRDFusion recovers explicit, consistent scene properties with physical modeling and alleviates optimization ambiguity with generative priors. During forward rendering, the physical model provides controllable rendering from the scene configuration, and the generative model denoises and fixes artifacts. Therefore, our method produces high-quality videos while allowing precise control, outperforming baselines in real and synthetic scenes. Moreover, BRDFusion supports novel-view relighting, night simulation, and dynamic object insertion/editing. Project page: https://shigon255.github.io/brdfusion-page/
Yi-Ruei Liu, Jie-Ying Lee, Zheng-Hui Huang +2
Jun 15, 2026cs.CV

HAFMat: Hybrid Priors Guided Adaptive Fusion for Single-Image Human Material Estimation

Physically based rendering (PBR) material estimation is a fundamental appearance decomposition task with broad applications in virtual content creation, relighting, and digital human rendering. However, estimating PBR materials from a single human image remains highly ill-posed, since illumination, geometry, and reflectance are heavily entangled in the observed appearance. To mitigate this ambiguity, we propose HAFMat, a hybrid-prior-guided framework for single-image human material estimation. Our method introduces guidance maps that encode complementary cues, including appearance, body geometry, structure, and prior material predictions from pre-trained models. A key observation is that these guidance cues are heterogeneous: some cues mainly provide texture-level constraints, while others convey higher-level semantic information. To exploit this property, we design a Multi-layer Adaptive Feature Fusion Mechanism, which adaptively fuses guidance features with decoder features at different stages. This design enables texture-dominant and semantic-dominant cues to guide material decoding at appropriate levels, leading to more accurate and physically plausible material estimation. Extensive experiments on both synthetic and real data demonstrate that our method achieves state-of-the-art performance in material estimation and downstream relighting.
Yu Jiang, Jiahao Xia, Jiongming Qin +2
Jun 1, 2026cs.CV

Thinking in Blender: Staged Executable Inverse Graphics with Vision-Language Models

Inverse graphics is a longstanding and highly underconstrained problem that seeks to reconstruct images as editable 3D scenes which can be rendered, relit, and manipulated. In this work, we investigate whether pretrained vision-language models (VLMs) can perform executable inverse graphics directly from a single image by reconstructing a scene as an editable Blender program, without relying on specialized 2D or 3D foundation models, differentiable rendering, or multi-view supervision. We introduce Staged Executable Inverse Graphics (SEIG), an agentic framework that reconstructs a 3D scene from a single image by progressively refining scene factors including geometry, materials, composition, and lighting directly in executable Blender code space. We evaluate our framework across diverse scenes using a range of reconstruction metrics spanning pixel-level, perceptual, and semantic fidelity. Our experiments show that staged reconstruction substantially improves reconstruction fidelity, highlighting the importance of task decomposition for executable inverse graphics with general-purpose VLMs. Finally, we showcase various downstream applications enabled by the reconstructed editable Blender scenes.
Guangzhao He, Rundong Luo, Wei-Chiu Ma +1
May 28, 2026cs.CV

Ambient-robust Inverse Rendering using Active RGB-NIR Imaging

Inverse rendering aims to reconstruct geometry and reflectance of objects from images. Despite recent progress, existing methods often produces inaccurate reconstructions that are sensitive to ambient illumination conditions. Here we introduce an ambient-robust inverse rendering method enabled by active RGB-NIR imaging. Our key insight is to leverage near-infrared (NIR) flash illumination-imperceptible to human observers-to obtain stable point-light shading that is largely invariant to ambient illumination. By using multi-view RGB images illuminated by ambient light and NIR images acquired with active NIR flash illumination, we reconstruct accurate geometry and reflectance by exploiting the complementary benefits of RGB and NIR images via a three-stage inverse rendering method. To enable dense multi-view acquisition, we develop an active imaging system equipped with a RGB-NIR camera and a NIR flash mounted on a mobile base. Using this system, we collect the first multi-view RGB-NIR inverse rendering dataset captured under multiple ambient illumination conditions. Experiments demonstrate that our method outperforms prior approaches, achieving accurate geometry and reflectance estimation across multiple ambient lighting scenarios.
Hoon-Gyu Chung, Jinnyeong Kim, Hyunwoo Kang +1
May 24, 2026cs.GR

Snapshot Polarimetric Display Inverse Rendering

Inverse rendering remains a core challenge in graphics and vision, especially in the snapshot configurations required for lightweight desktop workflows, where the per-frame information budget is highly constrained. Previous inverse rendering work explores various available dimensions for enriching the per-shot information, including temporal modulation, spectral encoding, and polarization. In this work, we introduce polarimetric display inverse rendering, using an LCD to project a linearly polarized RGB binary pattern and an RGB polarization camera augmented with a quarter-wave plate to acquire spectro-polarimetric measurements in a single shot. A feed-forward transformer maps these measurements to per-pixel normal, albedo, roughness, and metallicity. To overcome training data scarcity, we expand a limited set of measured polarimetric bidirectional reflectance distribution functions via a generative manifold. Evaluations on a real desktop setup demonstrate accurate inverse rendering across diverse scenes, outperforming existing approaches.
Seokjun Choi, Yunseong Moon, Kaizhang Kang +4
May 13, 2026cs.LG

Local Inverse Geometry Can Be Amortized

Nonlinear inverse problems often trade inexpensive but fragile first-order updates against curvature-aware methods such as Gauss-Newton and Levenberg-Marquardt, which obtain stronger directions by repeatedly solving Jacobian-based linearized systems. We propose a learned alternative: amortize local inverse geometry into a reusable reverse operator. Our framework learns a bidirectional surrogate, Deceptron, and deploys it through D-IPG (Deceptron Inverse-Preconditioned Gradient), an iterative solver that pulls residual-corrected measurement-space proposals back to latent space. The key mechanism is a Jacobian Composition Penalty (JCP), which trains the reverse Jacobian to act as a local left inverse of the forward Jacobian; its runtime counterpart, RJCP, measures the same inverse-consistency error along optimization trajectories. We prove that D-IPG is first-order equivalent to damped Gauss-Newton under local pseudoinverse consistency, with deviation controlled by composition error and conditioning. Across seven PDE inverse-problem benchmarks, D-IPG outperforms standard baselines, achieves 94.8% mean success across the six-problem reliability suite, and reaches comparable or better recovery quality at up to 77x lower inference-time solve cost on the main benchmarks.
Aaditya L. Kachhadiya
May 9, 2026cs.CV

Relightable Gaussian Splatting for Virtual Production Using Image-Based Illumination

Virtual production (VP) use LED walls to provide both background imagery and image-based lighting. While this enables on-set compositing, it couples lighting to background and scene appearance, limiting flexibility for downstream editing. In addition, inverse rendering conventionally relies on physically-based rendering to estimates 3D geometry and lighting, using environment maps. However, these maps are typically low-resolution and assume far-field lighting. In VP, with near-field and high-resolution image-based lighting, this can lead to inaccuracies and introduce complexities when editing. Addressing this, we propose a VP-specific framework for 3D reconstruction and relighting using Gaussian Splatting. This uses the known background imagery to condition the relighting process. This avoids relying on environment maps and reduces compositing to a background-image editing task. To realize our framework, we introduce a process (and associated dataset) that captures real VP scenes under varying background content and illumination conditions. This data is used to decompose a 3D scene into fixed appearance and variable lighting components. The variable lighting process simulates light transport by parameterizing each primitive with a UV coordinate, intensity value and resolution modifier. Using mipmaps, these directly sample the background texture in image space - implicitly capturing reflections and refractions without physically-based rendering. Combined with the fixed appearance component, this allows us to render relit scenes using a Gaussian Splatting rasterizer. Compared to baselines, our approach achieves higher-quality 3D reconstruction and controllable relighting. The method is efficient (<3 GB RAM, <5 GB VRAM, <2 hours training, ~35 FPS) and supports rendering useful arbitrary output variables including depth, lighting intensity, lighting color, and unlit renders.
Adrian Azzarelli, Nantheera Anantrasirichai, James Pollock +1
May 7, 2026cs.CV

Solving Minimal Problems Without Matrix Inversion Using FFT-Based Interpolation

Estimating camera geometry typically involves solving minimal problems formulated as systems of multivariate polynomial equations, which often pose computational challenges when using existing Gröbner-basis or resultant-based methods due to matrix inversion needed in the online solver. Here we propose a sampling-based, matrix inversion-free method that constructs the solvers using sparse hidden-variable resultants. The determinant polynomial in the hidden variable is efficiently reconstructed via inverse fast Fourier transform interpolation from sampled evaluations, avoiding symbolic expansion. Solving this polynomial yields the hidden variable, and the remaining unknowns are recovered by identifying rank-1 deficient submatrices and applying Cramer's rule. A greatest common divisor-based criterion ensures robust submatrix identification under noise. Experiments on diverse minimal problems demonstrate that the proposed solver achieves strong numerical stability and competitive runtime, particularly for small-scale problems, providing a practical alternative to traditional Gröbner-basis and resultant-based solvers.
Haidong Wu, Snehal Bhayani, Janne Heikkilä
May 7, 2026cs.GR

3DSS: 3D Surface Splatting for Inverse Rendering

We present 3D Surface Splatting (3DSS), the first differentiable surface splatting renderer for physically-based inverse rendering from multi-view images. Our central insight is that the surface separation problem at the heart of surface splatting admits a direct formulation in terms of the reconstruction kernels themselves. From this foundation we derive a coverage-based compositing model whose per-layer opacity arises directly from the accumulated Elliptical Weighted Average reconstruction weight, yielding anti-aliased silhouettes and informative visibility gradients at sparsely covered edges. Combined with forward microfacet shading under co-optimized HDR environment lighting and density-aware adaptive refinement, 3DSS jointly recovers shape, spatially-varying BRDF materials, and illumination. Because the optimized representation is a set of oriented surface samples, it bridges natively to mesh-based workflows via surface reconstruction from oriented point cloud methods. We evaluate 3DSS against mesh-based, implicit, and Gaussian-splatting baselines across geometry reconstruction, novel-view synthesis, and novel-illumination relighting.
Mae Younes, Adnane Boukhayma
May 7, 2026cs.CV

Learning a Delighting Prior for Facial Appearance Capture in the Wild

High-quality facial appearance capture has traditionally required costly studio recording. Recent works consider an in-the-wild smartphone-based setup; however, their model-based inverse rendering paradigm struggles with the complex disentanglement of reflectance from unknown illumination. To bridge this gap, we propose to shift the paradigm into training a powerful delighting network as a prior to constrain the optimization. We leverage the OLAT dataset and the rendered Light Stage scans for training, and propose Dataset Latent Modulation (DLM) to seamlessly integrate these heterogeneous data sources. Specifically, by conditioning the core network on learnable source-aware tokens, we decouple dataset-specific styles from physical delighting principles, enabling the emergence of a delighting prior that outperforms existing proprietary models. This powerful delighting prior enables a simple and automatic appearance capture pipeline that achieves high-quality reflectance estimation from casual video inputs, outperforming prior arts by a large margin. Furthermore, we leverage our appearance capture method to transform the multi-view NeRSemble dataset into NeRSemble-Scan, a large-scale collection of 4K-resolution relightable scans. By open-sourcing our model and the NeRSemble-Scan dataset, we democratize high-end facial capture and provide a new foundation for the research community to build photorealistic digital humans.
Yuxuan Han, Xin Ming, Tianxiao Li +4
Mar 19, 2026cs.CV

Under One Sun: Multi-Object Generative Perception of Materials and Illumination

We introduce Multi-Object Generative Perception (MultiGP), a generative inverse rendering method for stochastic sampling of all radiometric constituents -- reflectance, texture, and illumination -- underlying object appearance from a single image. Our key idea to solve this inherently ambiguous radiometric disentanglement is to leverage the fact that while their texture and reflectance may differ, objects in the same scene are all lit by the same illumination. MultiGP exploits this consensus to produce samples of reflectance, texture, and illumination from a single image of known shapes based on four key technical contributions: a cascaded end-to-end architecture that combines image-space and angular-space disentanglement; Coordinated Scheduling for diffusion convergence to a single consistent illumination estimate; Axial Attention applied to facilitate ``cross-talk'' between objects of different reflectance; and a Texture Extraction ControlNet to preserve high-frequency texture details while ensuring decoupling from estimated lighting. Experimental results demonstrate that MultiGP effectively leverages the complementary spatial and frequency characteristics of multiple object appearances to recover individual texture and reflectance as well as the common illumination.
Nobuo Yoshii, Xinran Nicole Han, Ryo Kawahara +2
Mar 14, 2026cs.CV

Geo-ID: Test-Time Geometric Consensus for Cross-View Consistent Intrinsics

Intrinsic image decomposition aims to estimate physically based rendering (PBR) parameters such as albedo, roughness, and metallicity from images. While recent methods achieve strong single-view predictions, applying them independently to multiple views of the same scene often yields inconsistent estimates, limiting their use in downstream applications such as editable neural scenes and 3D reconstruction. Video-based models can improve cross-frame consistency but require dense, ordered sequences and substantial compute, limiting their applicability to sparse, unordered image collections. We propose Geo-ID, a novel test-time framework that repurposes pretrained single-view intrinsic predictors to produce cross-view consistent decompositions by coupling independent per-view predictions through sparse geometric correspondences that form uncertainty-aware consensus targets. Geo-ID is model-agnostic, requires no retraining or inverse rendering, and applies directly to off-the-shelf intrinsic predictors. Experiments on synthetic benchmarks and real-world scenes demonstrate substantial improvements in cross-view intrinsic consistency as the number of views increases, while maintaining comparable single-view decomposition performance. We further show that the resulting consistent intrinsics enable coherent appearance editing and relighting in downstream neural scene representations.
Alara Dirik, Stefanos Zafeiriou
Jan 20, 2026cs.CV

VENI: Variational Encoder for Natural Illumination

Inverse rendering is an ill-posed problem, but priors such as illumination priors can help simplify it. Existing work either disregards the spherical and rotation-equivariant nature of illumination environments or does not provide a well-behaved latent space. We propose a rotation-equivariant variational autoencoder that models natural illumination on the sphere without relying on 2D projections. To preserve the SO(2)-equivariance of environment maps, we use a novel Vector Neuron Vision Transformer (VN-ViT) as encoder and a rotation-equivariant conditional neural field as decoder. In the encoder, we reduce the equivariance from SO(3) to SO(2) using a novel SO(2)-equivariant fully connected layer, an extension of Vector Neurons. We show that our SO(2)-equivariant fully connected layer outperforms standard Vector Neurons when used in our SO(2)-equivariant model. Compared to previous methods, our variational autoencoder enables smoother interpolation in latent space and offers a more well-behaved latent space.
Paul Walker, James A. D. Gardner, Andreea Ardelean +2
Dec 16, 2025cs.CV

Beyond a Single Light: A Large-Scale Aerial Dataset for Urban Scene Reconstruction Under Varying Illumination

Recent advances in Neural Radiance Fields and 3D Gaussian Splatting have demonstrated strong potential for large-scale UAV-based 3D reconstruction tasks by fitting the appearance of images. However, real-world large-scale captures are often based on multi-temporal data capture, where illumination inconsistencies across different times of day can significantly lead to color artifacts, geometric inaccuracies, and inconsistent appearance. Due to the lack of UAV datasets that systematically capture the same areas under varying illumination conditions, this challenge remains largely underexplored. To fill this gap, we introduceSkyLume, a large-scale, real-world UAV dataset specifically designed for studying illumination robust 3D reconstruction in urban scene modeling: (1) We collect data from 10 urban regions data comprising more than 100k high resolution UAV images (four oblique views and nadir), where each region is captured at three periods of the day to systematically isolate illumination changes. (2) To support precise evaluation of geometry and appearance, we provide per-scene LiDAR scans and accurate 3D ground-truth for assessing depth, surface normals, and reconstruction quality under varying illumination. (3) For the inverse rendering task, we introduce the Temporal Consistency Coefficient (TCC), a metric that measuress cross-time albedo stability and directly evaluates the robustness of the disentanglement of light and material. We aim for this resource to serve as a foundation that advances research and real-world evaluation in large-scale inverse rendering, geometry reconstruction, and novel view synthesis.
Zhuoxiao Li, Wenzong Ma, Taoyu Wu +8
Dec 10, 2025cs.CV

GAINS: Gaussian-based Inverse Rendering from Sparse Multi-View Captures

Recent advances in Gaussian Splatting-based inverse rendering extend Gaussian primitives with shading parameters and physically grounded light transport, enabling high-quality material recovery from dense multi-view captures. However, the accuracy of these methods degrades under sparse-view settings, where limited observations lead to severe ambiguity between geometry, reflectance, and lighting. We introduce GAINS (Gaussian-based Inverse rendering from Sparse multi-view captures), a two-stage inverse rendering framework that leverages foundation models as priors to stabilize geometry and material estimation. The core technical contribution of this paper is an inverse rendering framework that unifies foundation model priors with physically-based representations in an optimization scheme. GAINS first refines geometry using monocular depth, normal, and diffusion priors, and then employs segmentation, intrinsic image decomposition (IID), and diffusion priors to regularize material recovery. Extensive experiments on synthetic and real-world datasets show that GAINS significantly improves material parameter accuracy, relighting quality, and novel-view synthesis compared to state-of-the-art Gaussian-based inverse rendering methods. While GAINS outperforms and remains competitive across a wide range of objects captured with 4 to 32 cameras, the improvement is particularly pronounced under sparse-view settings, where ambiguity is high and learning-based priors become especially beneficial. Project page: https://patrickbail.github.io/gains/
Patrick Noras, Jun Myeong Choi, Didier Stricker +2
Nov 28, 2025cs.CV

GLOW: Global Illumination-Aware Inverse Rendering of Indoor Scenes Captured with Dynamic Co-Located Light & Camera

Inverse rendering of indoor scenes remains challenging due to the ambiguity between reflectance and lighting, exacerbated by inter-reflections among multiple objects. While natural illumination-based methods struggle to resolve this ambiguity, co-located light-camera setups offer better disentanglement as lighting can be easily calibrated via Structure-from-Motion. However, such setups introduce additional complexities like strong inter-reflections, dynamic shadows, near-field lighting, and moving specular highlights, which existing approaches fail to handle. We present GLOW, a Global Illumination-aware Inverse Rendering framework designed to address these challenges. GLOW integrates a neural implicit surface representation with a neural radiance cache to approximate global illumination, jointly optimizing geometry and reflectance through carefully designed regularization and initialization. We then introduce a dynamic radiance cache that adapts to sharp lighting discontinuities from near-field motion, and a surface-angle-weighted radiometric loss to suppress specular artifacts common in flashlight captures. Experiments show that GLOW substantially outperforms prior methods in material reflectance estimation under both natural and co-located illumination.
Jiaye Wu, Saeed Hadadan, Geng Lin +5