Overview

Neural rendering studies how to represent scenes and light so computers can synthesize images from new viewpoints, times, or lighting conditions. Neural Radiance Fields (NeRFs) use implicit networks and differentiable volume rendering, while 3D Gaussian Splatting and other explicit primitives use rasterization or ray tracing; feed-forward and generative models aim to make reconstruction and rendering faster. Applications include dynamic scenes, avatars, relighting, neural materials, and sensor simulation, with quality often tested on benchmarks such as Mip-NeRF 360, LLFF, and DTU. A central challenge is balancing visual fidelity and geometric accuracy with speed, memory use, and reliable control of appearance under unseen views or lighting.

Latest papers

120 papers14 papers in the last four weeks, level with the four weeks before. 0.1% of all new papers.

Jun 14, 2026

TurboGS: Accelerating 3D Gaussian Splatting via Error-Guided Sparse Pixel Sampling and Optimization

Consumer-level applications require fast optimization of 3D Gaussian Splatting (3DGS) with high-fidelity novel view rendering. However, existing 3DGS acceleration approaches still incur substantial computation on redundant pixels while sacrificing fine details. In this paper, we present TurboGS, an error-guided training framework that accelerates 3DGS by concentrating optimization on perceptually informative pixels. TurboGS is built upon four core components: (1) a tile-wise sparse pixel sampling, which, driven by multi-view reconstruction errors during training, prioritizes challenging regions and skips well-reconstructed ones to avoid redundant gradient computation; (2) a tile-wise structure-aware loss with sparse Normalized Cross-Correlation, which provides sparse yet effective supervision to preserve fine details and stabilize training; (3) an error-driven Gaussian density control strategy, which dynamically allocates model capacity and removes redundant primitives; and (4) a tailored hybrid optimizer that couples Hessian-informed updates with Adam moment damping to stabilize and improve convergence under sparse supervision. Experiments on standard benchmarks demonstrate that TurboGS can deliver on par or superior rendering quality within 100 seconds on a single RTX 5090 GPU card (up to 10x training speedup over vanilla 3DGS).
Jun 10, 2026

Seeing What Matters: Perceptual Wrapper with Common Randomness for 3D Gaussian Splatting

While 3D Gaussian Splatting (3DGS) achieves impressive real-time rendering, it frequently struggles to synthesize high-frequency textures, a limitation heavily exacerbated in memory-constrained and rate-distortion-optimized (RDO) pipelines. To address this, we propose a versatile 2D perceptual wrapper that enhances the rendered outputs of existing 3DGS representations in a content- and view-dependent manner. Our method leverages a lightweight synthesis network conditioned on pseudo-random Gaussian noise to synthesize perceptually plausible textures. Supervised by Wasserstein Distortion, the network learns to match local feature statistics rather than strictly enforcing pixel-wise reconstruction fidelity, effectively mitigating the blurriness inherent in standard frameworks. We demonstrate the broad applicability of our plug-and-play approach across vanilla, memory-constrained, and RDO 3DGS methods. Comprehensive subjective and objective experiments confirm that our method significantly improves over existing baselines, yielding superior perceptual quality at sharply reduced file or model sizes.
Jun 9, 2026

A Scalable PyTorch Abstraction for Multi-GPU Gaussian Splatting

Gaussian splatting methods have become increasingly popular for neural reconstruction of the real world. However, they are often limited in scale and resolution due to compute and memory constraints. We present a multi-GPU Gaussian splatting approach that scales reconstruction to higher resolutions and larger scenes while abstracting away the code complexity typically associated with distributing a model. To accomplish this, we propose a PyTorch backend that distributes the Gaussian parameters and splatting operators across GPUs via CUDA unified memory and NVLink. Because distribution occurs at the operator level, the model code requires no explicit cross-device communication. More broadly, the backend exposes multiple GPUs as an aggregate PyTorch device and supports other PyTorch operators. We demonstrate city-scale reconstructions with street-level detail consisting of over 1 billion Gaussian splats, more than 25 times as many as the current state of the art.
Jun 9, 2026

TRON: Tracing Rays to Orchestrate a Neural Renderer for 3D Gaussian Reconstructions

We introduce TRON, a rendering framework that combines 3D Gaussian ray tracing with neural rendering to enable realistic and controllable rendering of real-world 3D scenes under novel lighting, dynamic object motion, object insertion, and material editing. Prior approaches that rely solely on physically based rendering (PBR) of Gaussian representations struggle to achieve realistic relighting due to imperfections in reconstructed geometry, material estimates, and light transport estimation. At the same time, neural rendering methods often lack an explicit scene representation, limiting their ability to support interactive editing with fine-grained manipulation. TRON bridges these two paradigms. We use intrinsic decomposition priors from a learned inverse rendering model to regularize the material properties of a Gaussian field, and repurpose a ray tracer to provide radiometric guidance rather than final pixels. By treating this output as a structured 3D scaffold, we empower a lightweight neural renderer to bridge the domain gap between shading-model constrained estimates and photorealistic output. Our key insight is that the combination of explicit 3D knowledge with robust material priors provides speed and controllability, while neural rendering enables the synthesis of photorealistic images. To support real-world scenarios, we train our neural renderer with a multi-stage strategy consisting of large-scale pretraining and targeted fine-tuning on a newly constructed dataset of 2.1M rendered synthetic and real-world frames from 3D reconstructions. TRON outperforms Gaussian-based relighting methods in realism, and prior neural renderers in editability and speed. To the best of our knowledge, TRON is the first method to enable practical interactive applications in captured 3D environments, offering realistic appearance under dynamic geometric, lighting and material conditions.
Jun 9, 2026

LentiAvatar: Pseudo-Multiview Reconstruction and Subpixel Prism Rendering for Real-Time Stereoscopic Communication

Real-time stereoscopic video communication has long been a goal of immersive telepresence, yet practical systems still require specialized capture rigs or reduce remote users to a single portrait view. We present LentiAvatar, a Gaussian head-avatar system that connects monocular avatar capture with subpixel-encoded glasses-free lenticular display for real-time autostereoscopic communication. From a monocular portrait video, LentiAvatar reconstructs a controllable head avatar and optimizes it for the lateral viewing zones induced by the display. The method uses natural head turns as pseudo-multiview (PMV) supervision to constrain regions that are otherwise weakly observed in monocular training, including hair, ears, jaw contours, and neck boundaries. Reliable side frames are yaw-binned, aligned to virtual cameras, and supervised within a strict head-and-hair domain; contour-aware losses and staged regularization further suppress ghosting, alpha leakage, and depth instability while preserving lateral detail. At runtime, LentiAvatar renders 32 virtual views and encodes them into a 4K lenticular raster with calibrated subpixel-routing masks. The live-tracker prototype sustains 10.65 FPS, and a subject-specific distilled driver raises the same display pipeline to 38.49 FPS.
Jun 7, 2026

OctaOctree Neural Radiosity for Real-time Glossy Material Rendering

Modeling high-frequency outgoing radiance distributions remains a fundamental challenge in global illumination, especially for glossy and specular materials. Existing neural-based radiance caching methods commonly rely on positional feature encodings or spatially organized caches, which makes it difficult to represent sharp directional radiance variations without increasing the model complexity or sampling cost. To address this challenge, we propose OctaOctree, an efficient spatial-angular radiance representation for global illumination. OctaOctree organizes outgoing radiance with an adaptive octree in 3D space, and associates each spatial node with an octahedral directional map. By coupling the spatial hierarchy with direction-dependent storage, our representation allocates fine spatial resolution to local illumination and visibility changes, while using coarser spatial levels with richer angular resolution to capture glossy and specular radiance distributions. This design embeds a reflectance-aware spatial-angular prior directly into the radiance representation, reducing the burden on neural networks or reconstruction modules to recover high-frequency view-dependent effects from positional features alone. As a result, OctaOctree provides a compact and expressive neural encoding for a wide range of indirect illumination effects, from diffuse interreflection to sharp glossy reflections. Experiments demonstrate that our method produces high-quality, direction-aware global illumination with single network query at primary intersections, achieving improved fidelity and real-time performance compared with baseline neural radiosity and radiance caching approaches.
Jun 5, 2026

UniSHARP: Universal Sharp Monocular View Synthesis

In this work, we focus on extending SHARP, the popular photorealistic view synthesis method, for universal monocular rendering across a continuum of camera systems, from conventional perspective cameras to wide-field-of-view, fisheye and omnidirectional panoramic settings. To overcome the pinhole-specific assumptions of SHARP, our key idea is to align various images in a unified omnidirectional latent space. Thus, we propose UniSHARP, which performs implicit alignment in both feature and Gaussian spaces. Specifically, Gaussian primitives are arranged along rays and radial distances in a ray-based universal representation, while 2D semantic and 3D spatial features extracted from UniK3D-inspired encoders are jointly decoded to generate the complete Gaussian cloud. To comprehensively evaluate our method, we construct a benchmark covering diverse imaging systems across various scenes. The benchmark is further stratified by field of view (FoV) to enable fine-grained assessment of the universal monocular rendering task. Extensive experiments on the proposed benchmark demonstrate the effectiveness of UniSHARP, outperforming alternative methods by a large margin. The project page can be found at: https://insta360-research-team.github.io/Unisharp-website/
Jun 4, 2026

RigPAPR: Rig-Based Animation of Static Neural Point Clouds from a Fixed-Viewpoint Video

Static neural point reconstructions capture a subject at high fidelity from posed images. Given such a reconstruction, we aim to animate it to follow a monocular fixed-viewpoint driving video of the subject, whether captured or produced by image-to-video (I2V) generation, and to recover a rigged, re-posable 3D asset. Existing methods deform Gaussian splats through direct linear blend skinning (LBS) or mesh proxies, both of which are prone to joint-boundary artifacts under articulation, even with per-primitive corrections. We trace the artifact to the representation: each splat carries an individual shape calibrated in the canonical pose to tile with its neighbours. Under LBS each splat can be moved, rotated, or rescaled but never bent, so the canonical tiling comes apart at joint boundaries. Proximity attention point rendering (PAPR) instead carries no per-primitive shape; each pixel is recomposed at render time from the deformed primitives' positions, so the surface re-forms naturally with the articulation. We present RigPAPR, which auto-rigs a static PAPR cloud and drives it under direct LBS from a single fixed-viewpoint video, without a category template or a pose-dependent correction network. RigPAPR is competitive with the strongest baseline at the supervised view and outperforms splatting-based and mesh-based baselines at novel views, by 3dB PSNR on synthetic subjects and about 2dB on real-world subjects, with cleaner joint-boundary renderings.
Jun 3, 2026

Geometry Gaussians: Decoupling Appearance and Geometry in Gaussian Splatting

After the success of 3D Gaussian Splatting (3DGS) for novel view synthesis, many works have explored how to also use it for geometric surface representation. However, extracting accurate geometric information directly from 3DGS remains challenging and can often reduce the appearance rendering quality. In this work, we show that 3DGS in its default form is inheritedly unsuited to represent texture and geometry at the same time, by training with complete ground-truth texture and geometry information. We also propose a simple solution by applying a single additional geometry opacity parameter to each splat, together with an optional transparency-curated optimization pipeline. Our experiments, both with ground-truth and vision foundation model geometric input, show that this change leads to improved rendering and geometry performance on a wide variety of dataset, and especially complex scenes with transparent objects benefit significantly from our method.
Jun 3, 2026

Recent Advances and Trends in Learning-based 3D Representations

The selection of an appropriate 3D representation is a fundamental design decision that dictates the efficiency, quality, and capabilities of modern computer vision and graphics pipelines for tasks such as 3D reconstruction, novel-view synthesis and rendering, shape and motion analysis, recognition, and generation. While traditional representations (\eg meshes, point clouds, and volumetric grids) remain standard outputs of 3D sensors (\eg LiDAR and 3D scanners) and are widely used in downstream applications (\eg editing and simulation), recent neural and primitive-based representations (\eg 3D Gaussian Splatting) offer compact and differentiable alternatives opening a wide range of opportunities in applications such as games, AR/VR, autonomous driving, robot navigation, and medical imaging, to name a few. The goal of this paper is to survey the main families of 3D representations from discrete explicit formats to continuous implicit fields based either on neural rendering or primitive splatting. For each type of representation, we present the general formulation and its variants, discuss its benefits and limitations, and highlight key applications. We conclude the paper by outlining the open challenges and potential directions for future research. Distinct from recent surveys that broadly cover 3D object and scene reconstruction, this paper provides a focused analysis on the evolution of 3D representations themselves. We specifically emphasize the paradigm shift toward implicit representations, offering a novel perspective on how these emerging formats fundamentally alter 3D/4D workflows.
Jun 3, 2026

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.
Jun 2, 2026

MLP Splatting: Object-Centric Neural Fields

3D representations are fundamental for scene rendering, understanding, and interaction. Approaches like Neural Radiation Fields and 3D Gaussian Splatting achieve impressive photorealistic novel-view synthesis, but lack the ability to easily decompose scene elements into object level, requiring additional segmentation or grouping. We present MLP-Splatting, a method that enables scene decomposition via a few expressive light-field primitives while providing photorealistic novel-view synthesis. MLP-Splatting models each primitive as an independent compact MLP with localized spatial support that predicts radiance and opacity. In contrast to low-level Gaussian primitives or a single global radiance field, our neural primitives provide greater expressive capacity while remaining spatially localized. Rendering is performed through efficient sparse volumetric compositing over ray-primitive interactions. Our primitives are supervised using RGB supervision alone, which yields primitives that represent local scene regions often corresponding to objects or object parts, enabling interactive object-level editing without segmentation masks by selecting a handful of primitives. Our method, augmented with optional semantic feature distillation, enables open-vocabulary scene interaction and open-set instant segmentation. Compared to state-of-the-art semantic 3DGS methods, we achieve substantially lower memory usage (1/7×\times) and faster rendering (5×\times). Project Page: https://shinjeongkim.com/mlp-splatting
Jun 1, 2026

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.
Jun 1, 2026

Fast and Lightweight Novel View Synthesis with Differentiable Multiplane Image

Recently, novel view synthesis has witnessed remarkable progress, with mainstream methods such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) delivering impressive results. However, these approaches often struggle to balance rendering speed and model size, and their optimization-based training can be highly time-consuming. Furthermore, they typically rely on dense observations, often failing to produce satisfactory results under sparse-view conditions. Although feed-forward reconstruction significantly reduces the optimization time of 3DGS, its pixel-aligned formulation generates millions of Gaussians from a single image, severely limiting its practical deployment on mobile devices. To address these limitations, we revisit the Multiplane Image(MPI) representation, which represents scenes using a compact set of planar layers for efficient novel view synthesis. Leveraging recent advances in visual foundation models, we utilize predicted point maps for reliable geometric initialization, followed by differentiable optimization. To address the issues of holes and artifacts in sparsely initialized MPI, we introduce one-step diffusion, which participates in both the differentiable optimization of MPI and the postprocessing of rendering results. Compared with a representative GS-based method, our approach is 30.7% faster and uses only 14.8% of its model size, while achieving competitive synthesis quality on front-view scenarios
May 27, 2026

Eulerian Gaussian Splatting using Hashed Probability Pyramids

We introduce a probabilistic splat-based radiance field framework that retains the fast rasterization and test-time efficiency of 3D Gaussian Splatting (3DGS) while replacing heuristic primitive manipulation with gradient-based optimization of a volumetric probability density. Rather than relocating, splitting, or culling Gaussians via hand-tuned densification (e.g., ADC), we treat primitive locations as samples drawn from a persistent, learnable density. We instantiate this density using a novel, memory-efficient multi-scale hierarchical grid that enables end-to-end gradient-based optimization. To stabilize the optimization, we derive an unbiased gradient estimator with control variates that markedly reduces variance. By allowing probability mass to flow to where the loss demands, our framework eliminates brittle priors and naturally explores the volume, achieving state-of-the-art reconstruction quality on mip-NeRF 360 while preserving 3DGS-level rendering speed.
May 27, 2026

GeRaF: Neural Geometry Reconstruction from Radio Frequency Signals

GeRaF is the first method to use neural implicit learning for near-range 3D geometry reconstruction from radio frequency (RF) signals. Unlike RGB or LiDAR-based methods, RF sensing can see through occlusion but suffers from low resolution and noise due to its lensless imaging nature. While lenses in RGB imaging constrain sampling to 1D rays, RF signals propagate through the entire space, introducing significant noise and leading to cubic complexity in volumetric rendering. Moreover, RF signals interact with surfaces via specular reflections, requiring fundamentally different modeling. To address these challenges, GeRaF (1) introduces filter-based rendering to suppress irrelevant signals, (2) implements a physics-based RF volumetric rendering pipeline, and (3) proposes a novel lensless sampling and lensless alpha blending strategy that makes full-space sampling feasible during training. By learning signed distance functions, reflectiveness, and signal power through MLPs and trainable parameters, GeRaF takes the first step towards reconstructing millimeter-level geometry from RF signals in real-world settings.
May 27, 2026

EgoRelight: Egocentric Human Capture and Illumination Recovery for Relightable and Photoreal Avatar Rendering

Mixed Reality (MR) headsets promise a future of immersive telepresence where virtual humans blend indistinguishably into real or virtual surroundings. Achieving this vision requires a method for capturing a user's motion, estimating appearance under novel lighting, and understanding the environment - all from the constrained viewpoint of a head-mounted display (HMD). Existing approaches treat these as isolated problems: they either focus on driving avatars with baked-in lighting or rely on studio setups for relighting. In this paper, we present EgoRelight, a holistic framework for egocentric telepresence that simultaneously captures full-body human performance, synthesizes photorealistic and relightable appearance, and estimates high dynamic range (HDR) environment maps from a single HMD. First, to ensure motion and surface reconstruction, we propose an egocentric perception module that leverages stereo down-facing cameras to extract dense depth maps, which serve as geometric control signals to drive a mesh-based avatar. Second, we introduce a novel neural appearance model that learns to synthesize view-dependent specular and view-independent diffuse shading separately. By employing a specialized ray-sampling strategy, our model generalizes to unseen illumination without relying on restrictive analytical BRDF priors. Third, we enable seamless avatar integration into the physical world via a test-time inverse rendering process, which recovers an HDR environment map by matching the pre-trained avatar's appearance to live egocentric camera observations. We demonstrate our system through a social telepresence application, where remote users are coherently relit according to their physical environment. Extensive experiments show that our components and the integrated system significantly outperform state-of-the-art baselines in geometric accuracy and rendering as well as relighting fidelity.
May 25, 2026

RadarSim: Simulating Single-Chip Radar via Multimodal Neural Fields

Radars are an ideal complement to cameras: both are inexpensive, solid-state sensors, with cameras offering fine angular resolution, while radars provide metric depth and robustness under adverse weather. However, radar data is more difficult to interpret than camera images and varies significantly between sensors, necessitating increased reliance on simulation for prototyping sensors and processing pipelines. Recent work treating radar reconstruction as a novel view synthesis problem has shown great promise in reconstructing radar-relevant geometry and simulating low-level radar data. However, such methods are constrained by the low spatial resolution of the underlying radar. To address this, we propose a unified differentiable renderer, RadarSim, which leverages the high angular resolution of RGB cameras to generate Doppler radar range images from a camera-initialized neural field. Using a novel data set of calibrated radar camera recordings from a custom hand-held rig, we demonstrate that RadarSim produces sharper geometry and Doppler range frames than radar-only reconstructions.
May 25, 2026

F-RNG: Feed-Forward Relightable Neural Gaussians

Capturing relightable 3D assets from real-world objects is a widely researched problem. Several per-scene optimization-based methods, based on 3D Gaussian splatting (3DGS), support relighting; however, they usually require dense input views, and their overfitting nature makes it difficult to generalize across scenes. Unlike per-scene optimization methods, generalized feed-forward models can directly reconstruct Gaussians from sparse input views. However, the resulting assets have baked-in illumination and cannot be easily used for relighting. In this paper, we present F-RNG, a feed-forward framework that directly generates relightable 3DGS assets from sparse-view inputs. Training such a model from scratch can require massive data and computing resources, and it is especially challenging to generate relightable assets in a feed-forward manner with acceptable cost. We develop F-RNG upon an existing large reconstruction model (LRM) to extract relightable representations, while also utilizing priors from an intrinsic decomposition model (IDM). Specifically, we first introduce a latent-interpolated fine-grained geometry synthesis to enhance the LRM's geometry representation. Second, we propose a prior-guided relightable appearance distillation to extract relightable neural representations by incorporating IDM priors. Finally, a universal neural renderer enables flexible and high-fidelity relighting. F-RNG requires neither re-training nor fine-tuning of the underlying LRMs, thus can automatically benefit from better LRMs and IDMs in the future. With only small networks that can be trained with affordable data and computational resources, F-RNG avoids the repetitive inference of large models under different light conditions. By comparison to the state-of-the-art LRM-based relighting method, F-RNG achieves 25x faster relighting, as well as superior quality (+2.0 dB).
May 25, 2026

Learning View-Dependent Splatting Kernels

We present a differentiable framework to automatically learn view-dependent 2D kernels in a splatting-based pipeline to improve reconstruction quality and representation efficiency for novel 3D view synthesis. Our volumetric primitive is defined as a bounding ellipsoid and a 3D-kernel latent vector. We first learn a projection network to output a 2D-kernel latent, taking the attributes of the ellipsoid and the 3D-kernel latent as input. Next, the result is sent to a decoder to produce a radially symmetric 2D kernel in terms of Mahalanobis distance, bounded by the projected ellipsoid. The neural networks along with per-primitive attributes are jointly optimized. The effectiveness of our approach is demonstrated on standard benchmarks, comparing favorably against state-of-the-art techniques on both analytical and learned kernels. Finally, we extend the idea to learn general 2D kernels for 2D splatting as well as image representation.
May 19, 2026

PiG-Avatar: Hierarchical Neural-Field-Guided Gaussian Avatars

Existing Gaussian avatar methods typically parameterize geometry on a body-template surface, which entangles the avatar's representation space with the template's deformation space and limits the capture of layered, off-body, and non-rigid clothing geometry. We present PiG-Avatar, which addresses this limitation by using the parametric body model solely for kinematic transport, while representing the avatar as Gaussians anchored in a volumetric canonical space governed by a continuous neural field. This decouples representation from template topology, avoiding the geometric constraints of surface-based parameterizations. Kinematic coherence is maintained through 3D barycentric anchor transport, which guides motion without constraining geometry and allows anchors to deviate freely from the template surface, yielding dense, stable temporal surface correspondences by construction. To make this unconstrained formulation tractable, we introduce dual-level spatially coherent optimization, combining Sobolev-preconditioned neural-field updates with a novel KNN-based preconditioning of canonical anchor geometry. Together, these mechanisms induce an emergent self-organization of anchor density: anchors migrate toward regions of high curvature, appearance variation, and non-coherent motion without explicit heuristics. As a result, complex clothing geometry and layered surfaces emerge as natural, high-fidelity outputs. This single representation further supports hierarchical reconstruction across multiple levels of detail, with coarse-level supervision propagating to finer levels through the shared field and coupled anchor graph. On established benchmarks featuring subjects with complex clothing and challenging non-rigid motion, PiG-Avatar achieves state-of-the-art rendering quality, generalizes robustly to imperfect body model initialization, and renders in real time across all detail levels.
May 18, 2026

PIXLRelight: Controllable Relighting via Intrinsic Conditioning

We present PIXLRelight, a feed-forward approach for physically controllable single-image relighting. Existing methods either provide limited lighting control (e.g. through text or environment maps), accumulate errors when chaining inverse and forward rendering, or require costly per-image optimization. Our key idea is to bridge physically based rendering (PBR) and learned image synthesis through a shared intrinsic conditioning that can be obtained from either real photographs or PBR renders. At training time, paired multi-illumination photographs are decomposed into albedo, diffuse shading, and non-diffuse residuals, which condition the model. At inference time, the same conditioning is computed from a path-traced render of a coarse 3D reconstruction of the input under user-specified PBR lights. A transformer-based neural renderer then applies the target illumination to the source photograph, preserving fine image detail through a per-pixel affine modulation. PIXLRelight enables arbitrary PBR-style lighting control, achieves state-of-the-art relighting quality, and runs in under a tenth of a second per image. Code and models are available at https://mlfarinha.github.io/pixl-relight/.
May 17, 2026

Real-Time Neural Hair G-Buffer Anti-Aliasing

We propose a lightweight real-time method for reconstructing strand-based hair G-Buffers from severely undersampled rasterized inputs. Our pipeline first applies neural spatial reconstruction and temporal accumulation to recover hair coverage, i.e., fractional hair visibility within a pixel, and tangent. It then uses a tangent-guided reconstruction step to complete the position, which is subsequently used for physically based deferred hair shading. We evaluate our method across a diverse set of hairstyles, including straight, wavy, afro, and ponytail styles, under both static and dynamic scenarios. Our method achieves higher hair reconstruction quality than general industrial neural reconstruction solutions such as DLSS and FSR.
May 15, 2026

RaPD: Resolution-Agnostic Pixel Diffusion via Semantics-Enriched Implicit Representations

Natural images are continuous, yet most generative models synthesize them on discrete grids, limiting resolution-flexible generation. Continuous neural fields enable resolution-free rendering, but prior methods introduce continuity only at the decoding stage as an interpolation module, leaving the generative latent space discretized and reconstruction-oriented. We propose RaPD (Resolution-agnostic Pixel Diffusion), which performs diffusion in a continuous Neural Image Field (NIF) latent space. RaPD bridges this reconstruction generation gap with Semantic Representation Guidance for generation-aware latent learning and a Coordinate-Queried Attention Renderer for coordinate-conditioned, scale-aware rendering. A single denoised latent can be rendered at arbitrary resolutions by changing only the query coordinates, keeping diffusion cost fixed. Experiments demonstrate superior generation quality and resolution scalability.
May 10, 2026

Low-Cost Neural Radiance Fields

Neural Radiance Fields (NeRF) achieve high-quality novel-view synthesis, but their long training times and reliance on dense input views limit accessibility. We present a comparative study of three accelerated NeRF variants - DS-NeRF, TensoRF, and HashNeRF and explore extensions targeted at the low-compute, low-data regime. First, we add a depth-supervision loss derived from COLMAP keypoints to TensoRF (TensoRF-DS) and evaluate it on the LLFF dataset under reduced view counts. Second, we ablate the feature-decoding MLP of TensoRF and study the effect of input downsampling on PSNR and runtime on the synthetic Lego scene. Third, we propose four architectural variants of the HashNeRF color and density networks, including residual and convolutional designs, and report PSNR/training-time tradeoffs under matched iteration budgets. Under iso-time evaluation, none of our extensions conclusively outperform the published baselines, but the experiments characterize which extensions transfer to constrained settings and surface design questions for future work.
May 8, 2026

Towards Photorealistic and Efficient Bokeh Rendering via Diffusion Framework

Existing mobile devices are constrained by compact optical designs, such as small apertures, which make it difficult to produce natural, optically realistic bokeh effects. Although recent learning-based methods have shown promising results, they still struggle with photos captured under high digital zoom levels, which often suffer from reduced resolution and loss of fine details. A naive solution is to enhance image quality before applying bokeh rendering, yet this two-stage pipeline reduces efficiency and introduces unnecessary error accumulation. To overcome these limitations, we propose MagicBokeh, a unified diffusion-based framework designed for high-quality and efficient bokeh rendering. Through an alternative training strategy and a focus-aware masked attention mechanism, our method jointly optimizes bokeh rendering and super-resolution, substantially improving both controllability and visual fidelity. Furthermore, we introduce degradation-aware depth module to enable more accurate depth estimation from low-quality inputs. Experimental results demonstrate that MagicBokeh efficiently produces photorealistic bokeh effects, particularly on real-world low-resolution images, paving the way for future advancements in bokeh rendering. Our code and models are available at https://github.com/vivoCameraResearch/MagicBokeh.
May 6, 2026

The First Controllable Bokeh Rendering Challenge at NTIRE 2026

This study presents the outcomes of the first Controllable Bokeh Rendering Challenge at NTIRE and highlights the most effective submitted methodologies. In total, 44 participants registered for the competition, of which 8 teams submitted valid solutions after the conclusion of the final test phase. All submissions were evaluated on unseen images, focusing on portraits and intricate subjects with complex and visually appealing bokeh phenomena. In addition to the first track focusing on established quantitative fidelity metrics, we conducted a qualitative user study with a panel of experts for a second track focusing on perceptual assessment. As this was the inaugural challenge on this topic, most of the participants focused on refining and extending the Bokehlicious baseline method.
May 6, 2026

QuadBox: Accelerating 3D Gaussian Splatting with Geometry-Aware Boxes

3D Gaussian Splatting (3DGS) has emerged as an advanced technique for real-time novel view synthesis by representing scene geometry and appearance using differentiable Gaussian primitives. However, efficiently computing precise Gaussian-tile intersections remains a critical task in the rasterization pipeline. To this end, we propose QuadBox, a method that leverages four axis-aligned bounding boxes to tightly encapsulate projected Gaussians in a discrete manner. First, we derive a geometry-aware stretching factor that enables the construction of a tile-aligned QuadBox, which covers the elliptical projection and largely excludes irrelevant tiles. Second, we introduce QPass, a single-pass tile traversal algorithm that exhaustively exploits the discrete nature of QuadBox, ensuring that the tile intersection check is performed with simple interval tests. Experiments on public datasets show that our method accelerates the rendering speed of 3DGS by 1.85×\times. Code is available at https://github.com/Powertony102/QuadBox.
Apr 30, 2026

Fake3DGS: A Benchmark for 3D Manipulation Detection in Neural Rendering

Recent advances in 3D reconstruction and neural rendering,particularly 3D Gaussian Splatting, make it feasible and simple to edit 3D scenes and re-render them as highly realistic images. Therefore, security concerns arise regarding the authenticity of 3D content. Despite this threat, 3D fake detection remains largely unexplored in the literature, and most existing work is limited to 2D space. Therefore, in this paper, we formalize the concept of 3D fake detection and introduce Fake3DGS, a dataset of 3D Gaussian splatting scenes and corresponding rendered views, where fake images are produced by controlled manipulations of geometry, appearance, and spatial layout, while preserving high visual realism. Using this benchmark, we demonstrate that current state-of-the-art 2D detectors struggle to distinguish between original and 3D manipulated images. To bridge this gap, we introduce a 3D-aware detection method that leverages multi-view coherence and features derived from the Gaussian splatting representation. Experimental results demonstrate a substantial improvement in recognizing modified 3D content, underscoring the validity of the new dataset and the necessity for authenticity assessment techniques that extend beyond 2D evidence. Code and data are publicly released for future investigations.
Apr 28, 2026

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.