Lighting

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3 papers in the last 28 days · 0.0% of indexed attention

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

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Period ending 2026-09-21

1 new paper

A weekly snapshot of new work published in Lighting.

31 papers

Latest in Lighting

Sep 16, 2026cs.RO

LUMO: Designing Luminous Contact Morphology for Repeatable Whole-Finger Contact Observation

A low-impedance robot finger reports through joint torque how strongly it is loaded, but the same torque can arise from a small force near the fingertip or a large force near the joint. Resolving the force therefore requires knowing where along the finger contact occurred. LUMO makes that location externally observable. Embedded LEDs illuminate a compliant silicone pad, and contact deforms the pad so that light emerging from the finger's side changes in a pattern set by where the load acts. Because the same structure also carries the contact load, we optimize its cross-section, including the pad profile, rigid carrier, and lateral void, for two behaviors at once. Mechanically, the pad conforms under low preload while the carrier increasingly restricts further deformation as load rises. Optically, different contact locations produce separated responses on the finger's side. The search uses rigid--soft contact simulation, ray tracing, and multi-objective Bayesian optimization. Across two silicones, six contact locations, and 10- and 30-mm spherical indenters, the optimized morphologies improve neighboring-location separation relative to variation from re-establishing contact by 1515--59%59\%. Estimating contact location from the optical response using the known LED spacing and combining it with joint torque gives 1.44 N1.44~\mathrm{N} normal-force MAE over 931 samples. In a two-finger hand, localized side responses appear on several links simultaneously during grasps.
Dong Ho Kang, Youngsu Ko, Luis Sentis
Sep 11, 2026cs.CV

Shedding Light: A Benchmark for Evaluating Lighting Understanding in Generative Image Models

Accurate modelling of illumination is central to realistic image synthesis and scene understanding. Yet, there is little exploration into whether image generative models are good at this task or whether physical plausibility remains a key challenge for them. Clearly, significant progress has been made in realistic image synthesis, but do models truly understand lighting in a physically accurate manner? To answer this question, this work proposes a benchmark to assess the lighting understanding and harmonisation capabilities of generative models. Our key insight is that evaluating lighting understanding for such models only requires testing how well they insert novel objects into real photographs whilst maintaining consistent illumination. To do so, we use a multi-illumination dataset with images containing simple objects serving as ``light probes'', and prompt models to inpaint the same object onto the original image, then compare the generated results against the ground-truth light probes. We then estimate the lighting direction, colour and radiance distribution from the inpainted probes, providing a quantitative measure of illumination accuracy and photometric realism. Our work establishes a scalable evaluation protocol to systematically assess how well generative models capture and reproduce real-world lighting, offering a foundation for benchmarking the photometric accuracy of any future models. All code and data are available at https://lvsn.github.io/SheddingLight/ .
Justine Giroux, Jack Oliver Hilliard, Yannick Hold-Geoffroy +2
Aug 28, 2026cs.CV

Text-Driven Artistic Staging: 3D Posing, Lighting, and Camera References from Paintings

Artists coordinate human pose, illumination, and camera placement to convey narrative and emotion, but existing generative methods typically model these elements independently. We introduce text-to-editable 3D staging, a task that jointly generates human poses, a dominant light, and a camera configuration from an affective description. We construct 11,911 text--staging pairs from 2,328 figurative paintings by reconstructing SMPL bodies, estimating low-frequency illumination, recovering camera parameters, and pairing each scene with ArtEmis descriptions. We train a flow-matching transformer that supports variable numbers of figures and produces multiple staging alternatives for each prompt. On held-out descriptions, the model achieves 32.2% retrieval R@1, compared with 16.6% for CLIP-based nearest-neighbor retrieval, while approximately preserving corpus-level diversity. These results demonstrate the feasibility of generating editable, emotionally conditioned 3D staging references from text.
Yunge Wen
Aug 8, 2026cs.CV

Learning Structural Illumination for Unsupervised Low-light Enhancement

Existing unsupervised low-light image enhancement (LLIE) methods often estimate illumination directly from the entire low-light input, without separating its spatially varying illumination pattern, termed relative illumination structure, from the absolute exposure level or preventing unreliable low signal-to-noise ratio regions from biasing the estimate. Moreover, fixed exposure targets impose a scene-agnostic enhancement criterion, limiting adaptation across diverse lighting conditions. Inspired by the spatial propagation of light, we propose a Relative Illumination Structure Estimation (RISE) framework that decouples relative illumination structure from absolute exposure and infers it from reliable bright regions, enabling interpretable and robust enhancement. For scene-adaptive exposure adjustment, we further propose a Dual-Metering Exposure Reference derived from each input, allowing RISE to adapt the enhancement strength to individual scenes and generalize across diverse lighting conditions. Extensive benchmark and real-world generalization experiments show that RISE achieves state-of-the-art performance among unsupervised LLIE methods while producing visually natural results.
Tianle Du, Peiyuan He, Hainuo Wang +2
Aug 7, 2026physics.acc-ph

Autonomous discovery of accelerator commissioning algorithms

Simulated commissioning has become essential for de-risking modern light-source design and commissioning, but the procedures being simulated are still designed entirely by human experts. Their labor-intensive redevelopment after lattice changes makes such studies hard to repeat and limits their use during early design iteration. This Letter demonstrates a closed research loop in which a language-model agent writes commissioning code, tests it in simulation, and improves the algorithm from the results. Applied to RF beam capture in the ALS-U accumulator-ring model, the loop substantially improves a working expert procedure and can construct a working one from a minimal starting point, with more capable models succeeding from less initial code. Extending the same framework to multiple objectives produces 16 non-dominated algorithms spanning physically distinct trade-offs between rapid beam capture and correction of seeded machine errors. This reframes commissioning studies from evaluating human-designed procedures toward a mode in which agents participate directly in discovering accelerator algorithms.
Thorsten Hellert
Jul 23, 2026cs.CV

Engine-Native Editable 3D World Reconstruction with Objects and Lighting

Editable 3D scene creation requires object instances and lights that can be inspected, moved, and imported into standard engines, yet existing single-image methods largely stop at room-scale geometry, baked/global illumination, or text-driven generation. We introduce Lumera (Light-aware Unified Engine-native Reconstruction and Assembly), a benchmark and reference pipeline for engine-native, light-aware 3D scene parsing from a single image. Lumera-2K is built from 2,513 UE5 projects and provides 3.73M components, 63M object instances, 102.6K engine-native parametric lights, and 95.1K camera views. On this data, Lumera-Box and Lumera-Light adapt VLM to parse object boxes and parametric light tuples (x,y,z,r,g,b,I), which are assembled with per-object mesh reconstruction, HDR environment estimation, and a bounded agentic refinement loop. In a sanitized box benchmark against DetAny3D, SpatialLM, N3D-VLM, and WildDet3D, Lumera-Box obtains the strongest overall detection, geometry, semantic, and layout scores (merged mAP 0.1141, IoU-B 0.2472, F-score 0.2762), while WildDet3D remains stronger on anchor recall. For lights, Lumera-Light recovers almost all non-empty scenes (recall 0.998) but remains limited at individual-light localization (F1 0.209 at 0.5 m); matched lights have median position error 0.261 m, median ΔE2000 4.59, and intensity Pearson r=0.628. These results establish parametric lights as a measurable editable-scene target and expose remaining bottlenecks in relation structure, light recall/intensity, and cross-engine generalization.
Junhao Chen, Xinghao Chen, Henghaofan Zhang +8
Jul 6, 2026cs.CV

Binocular Gaze Estimation with Single Camera and Single Light Source

According to commonly consented theories, the minimum hardware requirement for gaze tracker is one camera and two light sources to realize gaze estimation with free head movements. However, in some scenarios such as eye tracking on mobile devices, it is preferable to use less components, especially light sources. We propose a gaze estimation method with one camera and one light source. A "virtual light source" is introduced, which is geometrically placed symmetrically to the real light source with respect to the camera, and generates a "virtual glint" in the acquired image. We estimate the "virtual glint" by exploiting the relationship between the distance between two pupils and two glints in the captured image, and estimate the gaze with polynomial regression assuming two light sources are available. A new normalization factor for regression method is verified, which turns out to be practical for one-glint system. The performance is proved to be acceptable, while degradation is noticed compared to system with two actual light sources.
Tongbing Huang, Yang Fu, Yunfei Wang +1
Jul 6, 2026cs.CV

Video Generation Models Are Inherent Lighting Estimators

Recovering dynamic environment maps from a single in-the-wild video is crucial for photorealistic rendering, yet remains a challenge. Recent video generation models can produce photorealistic scenes with complex lighting, possessing an inherent understanding of lighting. In this paper, we introduce V-LITE (Video generation models are inherent lighting estimators), a framework that unlocks this internal knowledge by reframing lighting estimation as a guided video inpainting task. Inspired by VFX industry practices, we insert a synthetic chrome ball into the scene to compel the model to generate physically plausible reflections from the surrounding spatio-temporal context. To bridge the gap from LDR-native models to the HDR domain, we design an HDR-aware VAE and employ an efficient LoRA-based fine-tuning strategy. We then construct a mixed dataset comprising high-fidelity HDR images to provide realistic HDR priors, and in-the-wild HDR videos to provide dynamic spatio-temporal context. Extensive experiments demonstrate that V-LITE produces temporally coherent HDR environment maps, revealing that modern video diffusion models are not merely synthesizers but also powerful, inherently capable estimators of physical scene lighting.
Ziqi Cai, Shuchen Weng, Kaiqi Liu +5
Jun 25, 2026cs.CV

Do Image Editing Models Understand Lighting?

While recent advancements in generative image editing models have achieved stunning visual fidelity, it remains an open question whether these systems possess an intrinsic knowledge of real-world lighting. Existing benchmarks typically evaluate high-level plausibility of perceptual light transport on curated internet imagery, using VLMs or human judgement, or they rely on synthetically generated datasets. In this work, we introduce the 3D-anchored Light Probe (3DLP) benchmark, for which we have captured a new high-fidelity HDR dataset of real-world lighting changes. The dataset consists of 1K image pairs of diverse indoor scenery in which light probes are physically turned on and off. To allow for a granular performance analysis, we annotated specific image regions such as cast shadows or metallic surfaces. With this data, we evaluate a range of state-of-the-art image editing models by measuring how well their light probe edits align with reality. The evaluation uses two new scores to compensate for AI-generated photographic effects, such as adjusted white balance. Our results show that the overall performance of models differs considerably, with differences slightly less pronounced for specular highlights. The best image editing models are remarkably consistent with real-world physics, however, they still leave room for improvement. We observe that image regions that receive less light from the light probe are more prone to errors for all models. Furthermore, building on their success in evaluating macroscopic lighting plausibility, we test VLMs on our task but find that they are unsuitable for pixel-level light transport analysis. We will make the benchmark, together with the real-world dataset, publicly available to encourage future research on this topic.
Tim Küchler, Johann-Friedrich Feiden, Matthias Nießner +1
Jun 21, 2026cs.CL

Look Light, Think Heavy: What Multimodal Chain-of-Thought Reasoning Can and Cannot Do

Chain-of-Thought (CoT) has become a standard method for improving reasoning capabilities in large language models (LLMs) by eliciting step-by-step thinking, but its effectiveness in multimodal tasks remains unclear. In this paper, we aim to systematically investigate the key question: What can multimodal Chain-of-Thought reasoning do, and where and why does it fall short? To this end, we evaluate 12 multimodal tasks across perception and reasoning categories using both 14 non-reasoning models and 8 reasoning models. Our analysis reveals several important findings: (1) CoT is not a free lunch and should be used selectively depending on the specific requirements of each task. For perception tasks, CoT can lead to undesirable side effects, such as reduced performance in visual grounding and object counting. In contrast, it proves effective for reasoning tasks involving mathematical, scientific, and multi-image reasoning; (2) Compared to original models, existing open-source multimodal reasoning models often yield only marginal overall improvements, possibly due to an overemphasis on mathematical reasoning at the expense of broader capabilities; (3) Visual reasoning remains a key bottleneck for current multimodal CoT, as models exhibit a Look Light, Think Heavy pattern where verbal reflection rises and falls during reasoning, whereas visual reflection consistently diminishes. These findings suggest that while multimodal CoT handles verbal reflection relatively well, it lacks the ability to maintain deep visual introspection throughout the reasoning process.
Zhuoran Jin, Kejian Zhu, Hongbang Yuan +5
Jun 21, 2026cs.GR

Line Drawings using LightBenders: Authoring and Illuminating

This study presents the hardware and software architecture of a transformative system for illuminating line drawings and letterforms. These mid-air illuminations are indoors and might be animated. The hardware contribution is a drone equipped with servo-actuated rod joints and a dense, addressable LED strip that enables arbitrary orientation, a LightBender. The software contributions are threefold. First, the system implements algorithms and heuristics to estimate the minimum number of LightBenders required to render a line drawing or letterform, stagger swarm formations to mitigate LightBender downwash, generate Swarm Flight and Lighting (SFL) files, and execute these files using a swarm of LightBenders to illuminate line drawings and letterforms. Second, a Blender add-on enables users to register LightBenders, author graphics and animations represented by swarms of LightBenders, and deploy the swarm for illumination through one-click functions. Third, users may import SVG files into either the Blender add-on or a standalone LB-Author tool to illuminate line drawings directly from vector graphics. We present results from an IRB-approved human subject study (n=21) to evaluate the impact of LightBender misalignment on the perceived illuminations. Obtained results demonstrate that the system's 10.1 mm maximum misalignment is perceptually acceptable across tested illuminations, with a median quality rating of 8 on a 0-10 scale.
Hamed Alimohammadzadeh, Shahram Ghandeharizadeh
Jun 21, 2026cs.GR

Lighting-Consistent Object Transfer Across Radiance Fields

3D Gaussian Splatting (3DGS) is widely used to capture and render real scenes. Compositing objects from one capture into another has applications in many domains, such as VFX, architecture and interior design, or marketing. However, extracting an object from a source scene and naively pasting it into a target scene will fail to produce realistic results due to the different lighting conditions between the two scenes. To address this problem, we introduce a diffusion model that harmonizes naively composited images with inconsistent lighting. The model is trained with a heterogeneous dataset of image pairs (inconsistent composite input, consistent output), combining synthetic, generated, and real data. Our complete 3D solution allows a user to extract an object from the source scene and composite it into the target scene. From this, the (inconsistent) views of the target scene with the composite object are rendered. Our diffusion model harmonizes each one of these views, which are finally consolidated in a 3DGS representation with a post-optimization step. Our method provides visually compelling results, making object transfer between 3DGS easy to use and significantly improving quality compared to previous methods.
Nicolás Violante, George Kopanas, Linus Franke +2
Jun 18, 2026cs.CV

SPOT-E: Test-Time Entropy Shaping with Visual Spotlights for Frozen VLMs

Vision-language models (VLMs) often underperform on evidence intensive tasks because decisive visual evidence are small, localized, and easy to overlook, leading to failures in evidence readout even when high-level reasoning is intact. Prior inference-time visual interventions can improve grounding without retraining, but they are largely open-loop and lack a mechanism to verify whether highlighted evidence is actually used. We study answer-span prediction entropy as a model-internal feedback signal and show that naive entropy minimization is ambiguous, since low entropy may arise from evidence-grounded confidence or shortcut collapse. To resolve this ambiguity, we introduce low-entropy anchors and an entropy-shaping objective that reduces answer uncertainty while preserving baseline high-confidence tokens. We instantiate this principle in SPOT-E, a plug-and-play test-time method that produces question-conditioned spotlights, optimized per instance via light-weight tuning based on Group Relative Policy Optimization (GRPO). Across all benchmarks and different VLM families, SPOT-E yields consistent gains and improved robustness under visual corruptions. Code is publicly available at: https://github.com/YinBo0927/SPOT-E
Bo Yin, Xiaobin Hu, Chengming Xu +6
Jun 17, 2026cs.CV

Cinematic Compositing Using Character-Environment-Harmonized Video Generation Models

Cinematic compositing aims to integrate green-screen characters into novel environments while maintaining physical and photometric realism. Previous methods often fail to capture the complex bidirectional interactions between characters and their surroundings, which we characterize as Character-to-Environment (C2E) physical interaction and Environment-to-Character (E2C) lighting harmonization. To address this, we propose an end-to-end video diffusion framework that jointly models C2E and E2C interactions, specifically handling the challenges of interactive props. Our approach introduces a tri-mask-guided architecture with RGB-D joint denoising to ensure physically consistent interactions among the character, props, and environment. We further develop an efficient prior-driven data curation pipeline to construct high-quality relighting pairs without expensive rendering. Finally, a reference-conditioned mechanism enables controllable environment synthesis and precise prop replacement. Extensive experiments demonstrate that our framework significantly outperforms existing methods in cinematic-quality dynamic video compositing.
Tianyi Xiang, Mingming He, Li Ma +1
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 5, 2026cs.CV

Lighting-Aware Representation Learning under Controllable Lighting Variation

Variations in illumination remain a major challenge for visual representation learning, as they induce substantial appearance changes both across and within environments. While existing approaches typically address this issue through data augmentations that encourage models to become invariant to lighting changes, such strategies do not explicitly model lighting information during learning. Inspired by theories of human vision, we propose a lighting-aware representation learning framework that incorporates illumination variation as an explicit training signal rather than a nuisance factor to be suppressed. Our method extends contrastive learning by introducing an auxiliary objective that captures illumination-dependent variation in rendered scenes, enabling the model to jointly learn representations that preserve semantic consistency while remaining sensitive to lighting-dependent visual structure. We evaluate the proposed model on image classification and object detection tasks across the ImageNet, ExDark, and PASCAL VOC benchmarks. Results demonstrate that the proposed lighting-aware training consistently improves downstream performance over standard contrastive learning baselines, while maintaining the same architecture and training budget. Furthermore, our approach shows promising performance in supervised learning frameworks and under settings involving simpler lighting variation, suggesting broad applicability beyond complex illumination scenarios. These results indicate its potential to enhance model robustness and adaptability in complex visual environments as well as in more conventional image processing tasks.
Lizhen Zhu, Charantej Reddy Pochimireddy, James Z Wang +1
Jun 3, 2026cs.GR

PureLight: Learning Complex Luminaires with Light Tracing

We propose a neural formulation for estimating the appearance of complex luminaires. We focus on challenging luminaires with complex light transport (e.g., small emitters enclosed by multiple specular layers) that are difficult for (bidirectional) path tracing. To this end, we use light tracing to construct paths from emitters to the exit surfaces and formulate appearance estimation as a distribution learning problem. Specifically, we model the probability density function (pdf) of outgoing radiance on the exit surfaces using a large normalizing flow network, and recover the outgoing radiance as the product of the estimated pdf and flux. To enable efficient inference, we distill the learned appearance into a lightweight MLP that directly estimates radiance on the exit surfaces. We additionally train a sampling network for effective direct illumination computation from the luminaire, and a blending network to composite the luminaire into the scene. Our formulation makes it feasible to render challenging luminaires using low sample counts in arbitrary scenes.
Pedro Figueiredo, Zixuan Li, Beibei Wang +2
Jun 1, 2026cs.CV

Pixel Cube: Diffusion-based Portrait Video Relighting Through Realistic Lighting Reproduction

We present a diffusion-based method for relighting dynamic portrait videos with photorealism and temporal consistency. Our method is fueled by a hybrid training dataset that consists of real-captured and rendered dynamic portrait videos with diverse subject appearances, facial motions, head poses, and known lighting conditions. Specifically, we construct an LED-based lighting system for realistic lighting emulation and high-speed video relighting data acquisition. By leveraging the image priors embedded in pre-trained video diffusion models, and using per-frame high dynamic range (HDR) environment map as lighting control, we train a high-performance generative model for realistic and identity-preserving dynamic portrait video relighting. In addition to the environment map control, our model uses a synthesized background image to enable control on the camera's exposure level and color tone. Our model can produce temporally consistent relit portrait video that looks realistic and harmonious under a provided new environment and faithfully preserve the subject's expression and fine facial features, including skin tone, wrinkles, and facial hair. Our model generalizes well to unseen data, in terms of the subject appearance, motion, and lighting condition. We perform extensive experiments on relighting in-the-wild videos with various environment maps and demonstrate practical applications on portrait photography. Results show that our method achieves state-of-the-art performance in photorealism, lighting harmony, and temporal consistency.
Yufan Zhang, Yu Ji, Ayo Ajiboye +4
May 29, 2026cs.CV

Light Interaction: Training-Free Inference Acceleration for Interactive Video World Models

Interactive video world models generate video chunk by chunk in response to user-controlled camera movements, enabling applications such as real-time game simulation, virtual scene navigation, and embodied AI training. However, scaling to long interactive trajectories is prohibitively expensive due to growing context memory, quadratic attention complexity, and repeated denoising steps. We present Light Interaction, a training-free inference acceleration framework for interactive video world models. Our key insight is that interaction naturally enables trajectory-dependent adaptive computation: retrieved spatial memory can be discarded during novel exploration, temporal context can be adjusted according to local latent dynamics, and early-step model outputs can be reused when the camera revisits familiar regions. Based on this insight, Light Interaction combines adaptive context management, denoising cache acceleration, and hardware-software co-designed 3D block sparse attention with fused Triton kernels. Evaluated on HY-WorldPlay and Matrix-Game-3.0, Light Interaction achieves up to 2.59x speedup without model retraining while maintaining competitive visual quality.
Jiacheng Lu, Haoyi Zhu, Sipei Yi +3
May 28, 2026cs.GR

Before the Shutter: Aesthetic and Actionable Portrait Photography Planning in 3D Scenes

Portrait photography is largely decided before the shutter opens: the subject's pose, the camera configuration, and the lighting devices must be coordinated within the surrounding 3D scene. In contrast, most existing computational methods focus on post-production in 2D image space, such as retouching, relighting, or editing images that already exist; pre-capture photographic planning remains largely unexplored. We introduce 3D aesthetic portrait planning, the task of generating human pose, camera, lighting, and exposure plans that produce visually compelling portraits while satisfying geometric and photometric feasibility in a 3D scene. Our approach builds a Photographic Scene Graph that represents scene affordances, subject-scene relations, and portrait-relevant lighting structure. Built on this representation, we perform aesthetic-guided comparative planning over previous attempts and current viewfinder observations. Experiments across diverse indoor and outdoor scenes show that our method produces portraits preferred by human raters and MLLM evaluators over competitive baselines, while maintaining high physical plausibility. Together, our results suggest a path from post-capture correction toward pre-capture computational portrait planning. Project repository: https://github.com/songrise/Before-the-Shutter
Ruixiang Jiang, Chang Wen Chen
May 23, 2026cs.CV

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.
Yonghao Zhao, Zexin Yin, Jian Yang +2
May 20, 2026cs.CV

BodyReLux: Temporally Consistent Full-Body Video Relighting

Being able to relight human performance is a fundamental task for post production and content creation. We present BodyReLux, a subject-specific video diffusion-based framework for relighting full-body human performances in a temporally consistent way. Our model is trained on a hybrid dataset of pixel-aligned video relighting pairs, covering a diverse combination of lighting conditions, performances and viewpoints. To acquire such dataset, we combine traditional static One-Light-at-a-Time (OLAT) capture and a novel dynamic performance capture in which two smoothly varying lighting sequences are rapidly interleaved. Because the lighting operates above the human flicker-fusion threshold, the interleaving does not appear to strobe. We train our video relighting model from a pretrained text-to-video model to fully leverage the generative priors for producing high quality videos. To achieve accurate lighting control, we introduce a new lighting conditioning method that represents each light source as a token. We further condition on sequences of lighting using masked attention to support dynamic lighting control. Together with a carefully designed data augmentation pipeline, we achieve photorealistic, robust, and temporally consistent video relighting of subject-specific human performances.
Li Ma, Mingming He, Xueming Yu +4
May 12, 2026cs.CV

WildRelight: A Real-World Benchmark and Physics-Guided Adaptation for Single-Image Relighting

Recent single-image relighting methods, powered by advanced generative models, have achieved impressive photorealism on synthetic benchmarks. However, their effectiveness in the complex visual landscape of the real world remains largely unverified. A critical gap exists, as current datasets are typically designed for multi-view reconstruction and fail to address the unique challenges of single-image relighting. To bridge this synthetic-to-real gap, we introduce WildRelight, the first in-the-wild dataset specifically created for evaluating single-image relighting models. WildRelight features a diverse collection of high-resolution outdoor scenes, captured under strictly aligned, temporally varying natural illuminations, each paired with a high-dynamic-range environment map. Using this data, we establish a rigorous benchmark revealing that state-of-the-art models trained on synthetic data suffer from severe domain shifts. The strictly aligned temporal structure of WildRelight enables a new paradigm for domain adaptation. We demonstrate this by introducing a physics-guided inference framework that leverages the captured natural light evolution as a self-supervised constraint. By integrating Diffusion Posterior Sampling (DPS) with temporal Sampling-Aware Test-Time Adaptation (TTA), we show that the dataset allows synthetic models to align with real-world statistics on-the-fly, transforming the intractable sim-to-real challenge into a tractable self-supervised task. The dataset and code will be made publicly available to foster robust, physically-grounded relighting research.
Lezhong Wang, Mehmet Onurcan Kaya, Siavash Bigdeli +1
May 11, 2026cs.CV

Halo Separation-guided Underwater Multi-scale Image Restoration

Underwater images captured by Autonomous Underwater Vehicles (AUVs) are inevitably affected by artificial light sources, which often produce halos in the foreground of the camera and seriously interfere with the quality of the image. The existing underwater image enhancement methods fail to fully consider this key problem, and the robustness of processing images under artificial light scenes is poor. In practical applications, since underwater image enhancement itself is a very challenging task, the influence of artificial light sources will lead to serious degradation of image performance and affect subsequent vision tasks. In order to effectively deal with this problem, this paper designs a single halo image correction method based on an iterative structure. The network is mainly divided into two sub-networks, one is the halo layer separation sub-network which aims to separate the halo by gradient minimization, and the other is the multi-scale recovery sub-network which aims to recover the image information masked by halo. The UIEB and EUVP synthetic datasets are used for training to ensure that the network can fully learn the characteristics and laws of underwater halo images. Then a large number of halo images taken in an underwater environment with real artificial light are collected for testing. In addition, the brightness distribution characteristics of underwater halo images are analyzed and the radial gradient is introduced to constraint eliminate halo to improve the effect of underwater image restoration.
Jiaxin Yang, Honglin Liu, Yongli Wang +3
May 5, 2026cs.MM

Stage Light is Sequence^2: Multi-Light Control via Imitation Learning

Music-inspired Automatic Stage Lighting Control (ASLC) has gained increasing attention in recent years due to the substantial time and financial costs associated with hiring and training professional lighting engineers. However, existing methods suffer from several notable limitations: the low interpretability of rule-based approaches, the restriction to single-primary-light control in music-to-color-space methods, and the limited transferability of music-to-controlling-parameter frameworks. To address these gaps, we propose SeqLight, a hierarchical deep learning framework that maps music to multi-light Hue-Saturation-Value (HSV) space. Our approach first customizes SkipBART, an end-to-end single primary light generation model, to predict the full light color distribution for each frame, followed by hybrid Imitation Learning (IL) techniques to derive an effective decomposition strategy that distributes the global color distribution among individual lights. Notably, the light decomposition module can be trained under varying venue-specific lighting configurations using only mixed light data and no professional demonstrations, thereby flexibly adapting across diverse venues. In this stage, we formulate the light decomposition task as a Goal-Conditioned Markov Decision Process (GCMDP), construct an expert demonstration set inspired by Hindsight Experience Replay (HER), and introduce a three-phase IL training pipeline, achieving strong generalization capability. To validate our IL solution for the proposed GCMDP, we conduct a series of quantitative analysis and human study. The code and trained models are provided at https://github.com/RS2002/SeqLight .
Zijian Zhao, Dian Jin, Zijing Zhou +1
May 1, 2026cs.CV

GOR-IS: 3D Gaussian Object Removal in the Intrinsic Space

Recent advances in Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have made it standard practice to reconstruct 3D scenes from multi-view images. Removing objects from such 3D representations is a fundamental editing task that requires complete and seamless inpainting of occluded regions, ensuring consistency in geometry and appearance. Although existing methods have made notable progress in improving inpainting consistency, they often neglect global lighting effects, leading to physically implausible results. Moreover, these methods struggle with view-dependent non-Lambertian surfaces, where appearance varies across viewpoints, leading to unreliable inpainting. In this paper, we present 3D Gaussian Object Removal in the Intrinsic Space (GOR-IS), a novel framework for physically consistent and visually coherent 3D object removal. Our approach decomposes the scene into intrinsic components and explicitly models light transport to maintain global lighting effects consistency. Furthermore, we introduce an intrinsic-space inpainting module that operates directly in the material and lighting domains, effectively addressing the challenges posed by non-Lambertian surfaces. Extensive experiments on both synthetic and real-world datasets demonstrate that our framework substantially improves the physical consistency and visual coherence of object removal, outperforming existing methods by 13% in perceptual similarity (LPIPS) and 2dB in peak signal-to-noise ratio (PSNR). Code is publicly available at https://applezyh.github.io/GOR-IS-project-page/
Yonghao Zhao, Yupeng Gao, Jian Yang +2
Apr 28, 2026cs.GR

8DNA: 8D Neural Asset Light Transport by Distribution Learning

High-fidelity 3D assets exhibit intriguing global illumination effects like subsurface scattering, glossy interreflections, and fine-scale fiber scatterings, which often involve long scattering paths that are expensive to simulate. We introduce 8D neural assets (8DNA) to pre-bake these light transport effects into neural representations. Unlike prior methods that assume far-field lighting and precompute light transport into 6D functions, 8DNA learns the full 8D light transport, enabling accurate rendering under near-field illumination. Our training leverages a distribution-learning formulation that learns light transport from forward path-traced samples, which produces less optimization variance with lower training budget than the prior regression-based approaches. Experiments show our 8DNA rendering closely matches path-traced results under various scene configurations, yet it achieves improved variance reduction and fast inference speeds on challenging assets.
Liwen Wu, Haolin Lu, Bing Xu +2
Apr 17, 2026cs.CV

Saturation-Aware Space-Variant Blind Image Deblurring

This paper presents a novel saturation aware space variant blind image deblurring framework designed to address challenges posed by saturated pixels in deblurring under high dynamic range and low light conditions. The proposed approach effectively segments the image based on blur intensity and proximity to saturation, leveraging a pre estimated Light Spread Function to mitigate stray light effects. By accurately estimating the true radiance of saturated regions using the dark channel prior, our method enhances the deblurring process without introducing artifacts like ringing. Experimental evaluations on both synthetic and real world datasets demonstrate that the framework improves deblurring outcomes across various scenarios showcasing superior performance compared to state of the art saturation-aware and general purpose methods. This adaptability highlights the framework potential integration with existing and emerging blind image deblurring techniques.
Muhammad Z. Alam, Larry Stetsiuk, Arooba Zeshan
Apr 16, 2026cs.CV

TokenLight: Precise Lighting Control in Images using Attribute Tokens

This paper presents a method for image relighting that enables precise and continuous control over multiple illumination attributes in a photograph. We formulate relighting as a conditional image generation task and introduce attribute tokens to encode distinct lighting factors such as intensity, color, ambient illumination, diffuse level, and 3D light positions. The model is trained on a large-scale synthetic dataset with ground-truth lighting annotations, supplemented by a small set of real captures to enhance realism and generalization. We validate our approach across a variety of relighting tasks, including controlling in-scene lighting fixtures and editing environment illumination using virtual light sources, on synthetic and real images. Our method achieves state-of-the-art quantitative and qualitative performance compared to prior work. Remarkably, without explicit inverse rendering supervision, the model exhibits an inherent understanding of how light interacts with scene geometry, occlusion, and materials, yielding convincing lighting effects even in traditionally challenging scenarios such as placing lights within objects or relighting transparent materials plausibly. Project page: vrroom.github.io/tokenlight/
Sumit Chaturvedi, Yannick Hold-Geoffroy, Mengwei Ren +5
Apr 16, 2026cs.CV

OmniLight: One Model to Rule All Lighting Conditions

Adverse lighting conditions, such as cast shadows and irregular illumination, pose significant challenges to computer vision systems by degrading visibility and color fidelity. Consequently, effective shadow removal and ALN are critical for restoring underlying image content, improving perceptual quality, and facilitating robust performance in downstream tasks. However, while achieving state-of-the-art results on specific benchmarks is a primary goal in image restoration challenges, real-world applications often demand robust models capable of handling diverse domains. To address this, we present a comprehensive study on lighting-related image restoration by exploring two contrasting strategies. We leverage a robust framework for ALN, DINOLight, as a specialized baseline to exploit the characteristics of each individual dataset, and extend it to OmniLight, a generalized alternative incorporating our proposed Wavelet Domain Mixture-of-Experts (WD-MoE) that is trained across all provided datasets. Through a comparative analysis of these two methods, we discuss the impact of data distribution on the performance of specialized and unified architectures in lighting-related image restoration. Notably, both approaches secured top-tier rankings across all three lighting-related tracks in the NTIRE 2026 Challenge, demonstrating their outstanding perceptual quality and generalization capabilities. Our codes are available at https://github.com/OBAKSA/Lighting-Restoration.
Youngjin Oh, Junyoung Park, Junhyeong Kwon +1
Dec 5, 2025cs.CV

Cast and Attached Shadow Detection via Iterative Light and Geometry Reasoning

Shadows encode rich information about scene geometry and illumination, yet existing methods either predict a unified shadow mask or overlook attached shadows entirely. We address this gap by proposing a framework for jointly detecting cast and attached shadows through explicit physical modeling of light direction and surface geometry under a dominant directional-light setting. Our approach is grounded in a simple observation: surfaces facing away from the light source tend to fall into shadow. We exploit the reciprocal relationship between shadow formation and light estimation to construct a closed feedback loop, a dual-module architecture in which a shadow detection module and a light estimation module iteratively refine each other. At each pass, updated light estimates, together with surface normals, produce partial attached shadow maps that guide detection, while improved shadow predictions sharpen light estimation. To support training and evaluation, we introduce a dataset of 1,458 images with manually annotated cast and attached shadow masks sourced from three existing benchmarks. Experiments demonstrate that our proposed method outperforms prior methods, with at least a 33% reduction in attached-shadow BER, while maintaining strong full-shadow and cast-shadow performance.
Shilin Hu, Jingyi Xu, Sagnik Das +2