Inverse Rendering
Latest papers 50
5 papers in the last four weeks, down 17% on the four weeks before. 0.0% of all new papers.
Classical mesh texturing techniques blend captured multi-view images directly, which inevitably suffer from baked-in shading and casted shadows that compromise visual fidelity during relighting. To circumvent this issue, we present a neural texturing framework, namely DANTE-W, to enable high-fidelity diffuse albedo texture recovery from unstructured image collections for large-scale, in-the-wild scenes, which integrates seamlessly with traditional 3D reconstruction pipelines. Given a reconstructed mesh and its surface parameterization, our method fuses view-space generative albedo priors into a coherent texture space via an expressive neural representation, while substantially enhancing fine-grained textural details through physically principled neural rendering. To comprehensively evaluate our method, we curate a benchmark dataset featuring diverse, fine-grained textures, comprising both real-world in-the-wild scenes and synthetic objects. Extensive experiments verify the effectiveness of our approach in reconstructing accurate albedo textures and boosting relighting fidelity. Project page: dante-wild.github.io.
Spectral Subsurface Scattering from RGB via Biophysical Skin Inversion
In this paper we present a spectral optical inversion for skin for path tracing-based rendering of subsurface scattering. Skin is a complex multilayered medium, with appearance determined by the mixture of biophysical chromophores. However, current methods rely on medium homogeneization, with optical parameters obtained via albedo inversion from a reflectance texture and hand-tuned scattering distance and anisotropy. This results into significant art-skilled manual labor for authoring, and an inaccurate scattering profile for skin. To solve these problems, we generalize existing albedo inversion techniques, and propose a framework that predicts full-spectral skin scattering parameters from a single RGB diffuse albedo. Our method builds upon a new mixture-of-media representation, that approximates the aggregated multilayered appearance of skin by mixing the aggregated scattering of three uncorrelated media. We train a chained neural decoder that maps RGB diffuse albedo to the optical properties of the mixture of media, including anisotropy, scattering radius and scattering albedo. Then, we show this mixture can be used in a random-walk-based path tracer with minimal modifications, by simply randomly selecting the medium to traverse.
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.
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/
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.
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.
Neural Acquisition & Representation of Subsurface Scattering
We present a method to acquire and estimate the sub-surface scattering properties of light transport at a highly detailed level by learning the pixel footprint response at each point on the object surface. The reconstruction leverages 3D scanning techniques as input to a U-Net CNN. A stereo projector-camera setup using phase-shifted profilometry (PSP) patterns efficiently captures the data for a variety of scattering objects. Reconstructing dense pixel footprints allows for relighting with arbitrary high-resolution projector patterns. The final output is a relit color image. Qualitative and quantitative comparison against illuminated real-world captured images demonstrate that the predicted footprints are almost identical to the actual responses. The same model is trained for multiple views across multiple objects such that the learned representations can be used to generalize to unseen sub-surface scattering materials as well.
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.
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.
SRUG: Shadow-Guided Relightable Urban Scene with Generation Model
Creating relightable urban scenes from images or videos is widely useful but highly ill-posed. Urban environments are typically unbounded and extend beyond the visible regions. As a result, many portions of the scene remain unobserved, yet these invisible regions can cast shadows onto visible areas. Reasonably modeling shadows cast by such invisible regions is challenging and poses a significant obstacle to creating relightable urban scenes. At the same time, sparse input views and complex illumination conditions further complicate relighting, as they introduce severe ambiguities in material decomposition. In this paper, we propose Shadow-guided Relightable Urban Scene with Generation model (SRUG), a novel framework designed to address relighting challenges in urban scenes. SRUG leverages shadows to guide a 3D completion model for recovering the geometry of invisible regions, promoting the synthesis of physically reasonable shadows. In addition, SRUG employs an iterative material decomposition scheme that applies the large material model (LMM) to provide material supervision and iteratively decompose the scene's material properties, enabling robust material decomposition. Building upon these components, we introduce a physically-based lighting model that captures the complex illumination of urban scenes and supports reliable relighting. Extensive quantitative evaluations and visual comparisons demonstrate that our method outperforms existing approaches in both novel view synthesis and relighting tasks.
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.
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.
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.
LSRM: High-Fidelity Object-Centric Reconstruction via Scaled Context Windows
We introduce the Large Sparse Reconstruction Model to study how scaling transformer context windows affects feed-forward 3D reconstruction. Although recent object-centric feed-forward methods produce robust, high-quality reconstructions, they still lag behind dense-view optimization in recovering fine-grained texture and appearance. We show that expanding the context window -- by substantially increasing the number of active object and image tokens -- narrows this gap and enables high-fidelity 3D object reconstruction and inverse rendering. To scale effectively, we adapt native sparse attention for 3D reconstruction with three key contributions: (1) an efficient coarse-to-fine pipeline that focuses computation on informative regions by predicting sparse high-resolution residuals; (2) a 3D-aware spatial routing mechanism that establishes accurate 2D-3D correspondences using explicit geometric distances rather than standard attention scores; and (3) a custom block-aware sequence-parallel strategy with an All-gather-KV protocol to balance dynamic, sparse workloads across GPUs. As a result, LSRM handles 20x more object tokens and >2x more image tokens than prior state-of-the-art (SOTA) methods. Extensive evaluations on standard novel-view synthesis benchmarks show substantial gains over the current SOTA, yielding >2.4dB higher PSNR and >40% lower LPIPS. Furthermore, when extending LSRM to inverse rendering, qualitative and quantitative evaluations on widely used benchmarks demonstrate consistent improvements in texture and geometry details, achieving an LPIPS that matches or exceeds that of SOTA dense-view optimization methods. Code and model weights are available on our project page.
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.
Stability and Concentration in Nonlinear Inverse Problems with Block-Structured Parameters: Lipschitz Geometry, Identifiability, and an Application to Gaussian Splatting
We develop an operator-theoretic framework for stability and statistical concentration in nonlinear inverse problems with block-structured parameters. Under a unified set of assumptions combining blockwise Lipschitz geometry, local identifiability, and sub-Gaussian noise, we establish deterministic stability inequalities, global Lipschitz bounds for least-squares misfit functionals, and nonasymptotic concentration estimates. These results yield high-probability parameter error bounds that are intrinsic to the forward operator and independent of any specific reconstruction algorithm. As a concrete instantiation, we verify that the Gaussian Splatting rendering operator satisfies the proposed assumptions and derive explicit constants governing its Lipschitz continuity and resolution-dependent observability. This leads to a fundamental stability--resolution tradeoff, showing that estimation error is inherently constrained by the ratio between image resolution and model complexity. Overall, the analysis characterizes operator-level limits for a broad class of high-dimensional nonlinear inverse problems arising in modern imaging and differentiable rendering.
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.
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.
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/
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.