Overview

Inverse rendering works backward from images or other measurements to estimate the scene properties and physical processes that produced them, enabling reconstruction, relighting, and editing. Approaches include differentiable rasterization and ray tracing with meshes, neural fields, or Gaussian splats, as well as learned priors and feed-forward models that predict scene properties directly. Researchers evaluate these methods on synthetic and real captures using geometry and material accuracy, novel-view synthesis, and relighting under changed illumination. A central challenge is that different combinations of geometry, materials, and lighting can explain the same observations, especially with sparse views, so methods must balance physical consistency and generalization against speed and incomplete data.

Latest papers

69 papers12 papers in the last four weeks, up 200% on the four weeks before. 0.1% of all new papers.

Mar 5, 2026

SSR-GS: Separating Specular Reflection in Gaussian Splatting for Glossy Surface Reconstruction

In recent years, 3D Gaussian splatting (3DGS) has achieved remarkable progress in novel view synthesis. However, accurately reconstructing glossy surfaces under complex illumination remains challenging, particularly in scenes with strong specular reflections and multi-surface interreflections. To address this issue, we propose SSR-GS, a specular reflection modeling framework for glossy surface reconstruction. Specifically, we introduce a prefiltered Mip-Cubemap to model direct specular reflections efficiently, and propose an IndiASG module to capture indirect specular reflections. Furthermore, we design Visual Geometry Priors (VGP) that couple a reflection-aware visual prior via a reflection score (RS) to downweight the photometric loss contribution of reflection-dominated regions, with geometry priors derived from VGGT, including progressively decayed depth supervision and transformed normal constraints. Extensive experiments on both synthetic and real-world datasets demonstrate that SSR-GS achieves state-of-the-art performance in glossy surface reconstruction.
Mar 2, 2026

Radiometrically Consistent Gaussian Surfels for Inverse Rendering

Inverse rendering with Gaussian Splatting has advanced rapidly, but accurately disentangling material properties from complex global illumination effects, particularly indirect illumination, remains a major challenge. Existing methods often query indirect radiance from Gaussian primitives pre-trained for novel-view synthesis. However, these pre-trained Gaussian primitives are supervised only towards limited training viewpoints, thus lack supervision for modeling indirect radiances from unobserved views. To address this issue, we introduce radiometric consistency, a novel physically-based constraint that provides supervision towards unobserved views by minimizing the residual between each Gaussian primitive's learned radiance and its physically-based rendered counterpart. Minimizing the residual for unobserved views establishes a self-correcting feedback loop that provides supervision from both physically-based rendering and novel-view synthesis, enabling accurate modeling of inter-reflection. We then propose Radiometrically Consistent Gaussian Surfels (RadioGS), an inverse rendering framework built upon our principle by efficiently integrating radiometric consistency by utilizing Gaussian surfels and 2D Gaussian ray tracing. We further propose a finetuning-based relighting strategy that adapts Gaussian surfel radiances to new illuminations within minutes, achieving low rendering cost (<10ms). Extensive experiments on existing inverse rendering benchmarks show that RadioGS outperforms existing Gaussian-based methods in inverse rendering, while retaining the computational efficiency.
Feb 28, 2026

DiffTrans: Differentiable Geometry-Materials Decomposition for Reconstructing Transparent Objects

Reconstructing transparent objects from a set of multi-view images is a challenging task due to the complicated nature and indeterminate behavior of light propagation. Typical methods are primarily tailored to specific scenarios, such as objects following a uniform topology, exhibiting ideal transparency and surface specular reflections, or with only surface materials, which substantially constrains their practical applicability in real-world settings. In this work, we propose a differentiable rendering framework for transparent objects, dubbed DiffTrans, which allows for efficient decomposition and reconstruction of the geometry and materials of transparent objects, thereby reconstructing transparent objects accurately in intricate scenes with diverse topology and complex texture. Specifically, we first utilize FlexiCubes with dilation and smoothness regularization as the iso-surface representation to reconstruct an initial geometry efficiently from the multi-view object silhouette. Meanwhile, we employ the environment light radiance field to recover the environment of the scene. Then we devise a recursive differentiable ray tracer to further optimize the geometry, index of refraction and absorption rate simultaneously in a unified and end-to-end manner, leading to high-quality reconstruction of transparent objects in intricate scenes. A prominent advantage of the designed ray tracer is that it can be implemented in CUDA, enabling a significantly reduced computational cost. Extensive experiments on multiple benchmarks demonstrate the superior reconstruction performance of our DiffTrans compared with other methods, especially in intricate scenes involving transparent objects with diverse topology and complex texture. The code is available at https://github.com/lcp29/DiffTrans.
Feb 26, 2026

DiffBMP: Differentiable Rendering with Bitmap Primitives

We introduce DiffBMP, a scalable and efficient differentiable rendering engine for a collection of bitmap images. Our work addresses a limitation that traditional differentiable renderers are constrained to vector graphics, given that most images in the world are bitmaps. Our core contribution is a highly parallelized rendering pipeline, featuring a custom CUDA implementation for calculating gradients. This system can, for example, optimize the position, rotation, scale, color, and opacity of thousands of bitmap primitives all in under 1 min using a consumer GPU. We employ and validate several techniques to facilitate the optimization: soft rasterization via Gaussian blur, structure-aware initialization, noisy canvas, and specialized losses/heuristics for videos or spatially constrained images. We demonstrate DiffBMP is not just an isolated tool, but a practical one designed to integrate into creative workflows. It supports exporting compositions to a native, layered file format, and the entire framework is publicly accessible via an easy-to-hack Python package.
Feb 10, 2026

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.
Jan 20, 2026

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.
Dec 16, 2025

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.
Dec 10, 2025

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/
Nov 28, 2025

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.