environment map
BecomingLit: Relightable Gaussian Avatars with Hybrid Neural Shading
We introduce BecomingLit, a novel method for reconstructing relightable, highresolution head avatars that can be rendered from novel viewpoints at interactive rates. Therefore, we propose a new low-cost light stage capture setup, tailored specifically towards capturing faces. Using this setup, we collect a novel dataset consisting of diverse multi-view sequences of numerous subjects under varying illumination conditions and facial expressions. By leveraging our new dataset, we introduce a new relightable avatar representation based on 3DGaussian primitives that we animate with a parametric head model and an expression-dependent dynamics module. We propose a new hybrid neural shading approach, combining a neural diffuse BRDF with an analytical specular term. Our method reconstructs disentangled materials from our dynamic light stage recordings and enables allfrequency relighting of our avatars with both point lights and environment maps. In addition, our avatars can easily be animated and controlled from monocular videos. We validate our approach in extensive experiments on our dataset, where we consistently outperform existing state-of-the-art methods in relighting and reenactment by a significant margin.
ROGR: Relightable 3DObjects using Generative Relighting
We introduce ROGR, a novel approach that reconstructs a relightable 3D model of an that object simulates captured the ef from fects multiple of placing vie the ws, object driven under by a no generati vel en v vironment e relighting illuminamodel tions. Our method samples the appearance of the object under multiple lighting environments, creating a dataset that is used to train a lighting-conditioned Neural environmental Radiance Field lighting.
LuxDiT: Lighting Estimation with Video Diffusion Transformer
Estimating scene lighting from a single image or video remains a longstand-ing challenge in computer vision and graphics. Learning-based approaches areconstrained by the scarcity of ground-truth HDR environment maps, which areexpensive to capture and limited in diversity. While recent generative modelsoffer strong priors for image synthesis, lighting estimation remains difficult dueto its reliance on indirect visual cues, the need to infer global (non-local) con-text, and the recovery of high-dynamic-range outputs. We propose LuxDiT, anovel data-driven approach that fine-tunes a video diffusion transformer to gen-erate HDR environment maps conditioned on visual input. Trained on a largesynthetic dataset with diverse lighting conditions, our model learns to infer il-lumination from indirect visual cues and generalizes effectively to real-worldscenes. To improve semantic alignment between the input and the predicted environment map, we introduce a low-rank adaptation finetuning strategy using a collected dataset of HDR panoramas.
LuxDiT: Lighting Estimation with Video Diffusion Transformer
Estimating scene lighting from a single image or video remains a longstanding challenge in computer vision and graphics. Learning-based approaches are constrained by the scarcity of ground-truth HDR environment maps, which are expensive to capture and limited in diversity. While recent generative models offer strong priors for image synthesis, lighting estimation remains difficult due to its reliance on indirect visual cues, the need to infer global (non-local) context, and the recovery of high-dynamic-range outputs. We propose LuxDiT, a novel data-driven approach that fine-tunes a video diffusion transformer to generate HDR environment maps conditioned on visual input. Trained on a large synthetic dataset with diverse lighting conditions, our model learns to infer illumination from indirect visual cues and generalizes effectively to real-world scenes. To improve semantic alignment between the input and the predicted environment map, we introduce a low-rank adaptation finetuning strategy using a collected dataset of HDR panoramas. Our method produces accurate lighting predictions with realistic angular high-frequency details, outperforming existing state-of-the-art techniques in both quantitative and qualitative evaluations.
Stanford-ORB: AReal-World 3DObject Inverse Rendering Benchmark
We introduce Stanford-ORB, a new real-world 3DObject inverse Rendering Benchmark. Recent advances in inverse rendering have enabled a wide range of real-world applications in 3D content generation, moving rapidly from research and commercial use cases to consumer devices. While the results continue to improve, there is no real-world benchmark that can quantitatively assess and compare the performance of various inverse rendering methods. Existing real-world datasets typically consist only of the shape and multi-view images of objects, which are not sufficient for evaluating the quality of material recovery and object relighting. Methods capable of recovering material and lighting often resort to synthetic data for quantitative evaluation, which on the other hand does not guarantee generalization to complex real-world environments. We introduce a new dataset of real-world objects captured under a variety of natural scenes with ground-truth 3D scans, multi-view images, and environment lighting. Using this dataset, we establish the first comprehensive real-world evaluation benchmark for object inverse rendering tasks from in-thewild scenes and compare the performance of various existing methods. All data, code, and models can be accessed at https://stanfordorb.github.io/.
Supplementary Material for Neural-PIL: Neural Pre-Integrated Lighting for Reflectance Decomposition
Our main reconstruction loss is an MSE between the rendered color c and the corresponding pixel in the input image. This loss is then exponentially faded over 100,000 steps to a cosine weighted MSE: (x ωo n ˆxωo n)2. This weighting tends to achieve better BRDF fitting results [4] as harsh grazing highlights from the Fresnel effect are not factored as much as regular samples, as well as our approximated rendering model being the least accurate in the grazing angles. The reason for this fading loss scheme is that the normals nare not reliable in the early stages of the training.