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SubscribeMonocular Identity-Conditioned Facial Reflectance Reconstruction
Recent 3D face reconstruction methods have made remarkable advancements, yet there remain huge challenges in monocular high-quality facial reflectance reconstruction. Existing methods rely on a large amount of light-stage captured data to learn facial reflectance models. However, the lack of subject diversity poses challenges in achieving good generalization and widespread applicability. In this paper, we learn the reflectance prior in image space rather than UV space and present a framework named ID2Reflectance. Our framework can directly estimate the reflectance maps of a single image while using limited reflectance data for training. Our key insight is that reflectance data shares facial structures with RGB faces, which enables obtaining expressive facial prior from inexpensive RGB data thus reducing the dependency on reflectance data. We first learn a high-quality prior for facial reflectance. Specifically, we pretrain multi-domain facial feature codebooks and design a codebook fusion method to align the reflectance and RGB domains. Then, we propose an identity-conditioned swapping module that injects facial identity from the target image into the pre-trained autoencoder to modify the identity of the source reflectance image. Finally, we stitch multi-view swapped reflectance images to obtain renderable assets. Extensive experiments demonstrate that our method exhibits excellent generalization capability and achieves state-of-the-art facial reflectance reconstruction results for in-the-wild faces. Our project page is https://xingyuren.github.io/id2reflectance/.
NeFII: Inverse Rendering for Reflectance Decomposition with Near-Field Indirect Illumination
Inverse rendering methods aim to estimate geometry, materials and illumination from multi-view RGB images. In order to achieve better decomposition, recent approaches attempt to model indirect illuminations reflected from different materials via Spherical Gaussians (SG), which, however, tends to blur the high-frequency reflection details. In this paper, we propose an end-to-end inverse rendering pipeline that decomposes materials and illumination from multi-view images, while considering near-field indirect illumination. In a nutshell, we introduce the Monte Carlo sampling based path tracing and cache the indirect illumination as neural radiance, enabling a physics-faithful and easy-to-optimize inverse rendering method. To enhance efficiency and practicality, we leverage SG to represent the smooth environment illuminations and apply importance sampling techniques. To supervise indirect illuminations from unobserved directions, we develop a novel radiance consistency constraint between implicit neural radiance and path tracing results of unobserved rays along with the joint optimization of materials and illuminations, thus significantly improving the decomposition performance. Extensive experiments demonstrate that our method outperforms the state-of-the-art on multiple synthetic and real datasets, especially in terms of inter-reflection decomposition.Our code and data are available at https://woolseyyy.github.io/nefii/.
Photometric Inverse Rendering: Shading Cues Modeling and Surface Reflectance Regularization
This paper addresses the problem of inverse rendering from photometric images. Existing approaches for this problem suffer from the effects of self-shadows, inter-reflections, and lack of constraints on the surface reflectance, leading to inaccurate decomposition of reflectance and illumination due to the ill-posed nature of inverse rendering. In this work, we propose a new method for neural inverse rendering. Our method jointly optimizes the light source position to account for the self-shadows in images, and computes indirect illumination using a differentiable rendering layer and an importance sampling strategy. To enhance surface reflectance decomposition, we introduce a new regularization by distilling DINO features to foster accurate and consistent material decomposition. Extensive experiments on synthetic and real datasets demonstrate that our method outperforms the state-of-the-art methods in reflectance decomposition.
RNb-NeuS: Reflectance and Normal-based Multi-View 3D Reconstruction
This paper introduces a versatile paradigm for integrating multi-view reflectance (optional) and normal maps acquired through photometric stereo. Our approach employs a pixel-wise joint re-parameterization of reflectance and normal, considering them as a vector of radiances rendered under simulated, varying illumination. This re-parameterization enables the seamless integration of reflectance and normal maps as input data in neural volume rendering-based 3D reconstruction while preserving a single optimization objective. In contrast, recent multi-view photometric stereo (MVPS) methods depend on multiple, potentially conflicting objectives. Despite its apparent simplicity, our proposed approach outperforms state-of-the-art approaches in MVPS benchmarks across F-score, Chamfer distance, and mean angular error metrics. Notably, it significantly improves the detailed 3D reconstruction of areas with high curvature or low visibility.
Neural-PIL: Neural Pre-Integrated Lighting for Reflectance Decomposition
Decomposing a scene into its shape, reflectance and illumination is a fundamental problem in computer vision and graphics. Neural approaches such as NeRF have achieved remarkable success in view synthesis, but do not explicitly perform decomposition and instead operate exclusively on radiance (the product of reflectance and illumination). Extensions to NeRF, such as NeRD, can perform decomposition but struggle to accurately recover detailed illumination, thereby significantly limiting realism. We propose a novel reflectance decomposition network that can estimate shape, BRDF, and per-image illumination given a set of object images captured under varying illumination. Our key technique is a novel illumination integration network called Neural-PIL that replaces a costly illumination integral operation in the rendering with a simple network query. In addition, we also learn deep low-dimensional priors on BRDF and illumination representations using novel smooth manifold auto-encoders. Our decompositions can result in considerably better BRDF and light estimates enabling more accurate novel view-synthesis and relighting compared to prior art. Project page: https://markboss.me/publication/2021-neural-pil/
NeRD: Neural Reflectance Decomposition from Image Collections
Decomposing a scene into its shape, reflectance, and illumination is a challenging but important problem in computer vision and graphics. This problem is inherently more challenging when the illumination is not a single light source under laboratory conditions but is instead an unconstrained environmental illumination. Though recent work has shown that implicit representations can be used to model the radiance field of an object, most of these techniques only enable view synthesis and not relighting. Additionally, evaluating these radiance fields is resource and time-intensive. We propose a neural reflectance decomposition (NeRD) technique that uses physically-based rendering to decompose the scene into spatially varying BRDF material properties. In contrast to existing techniques, our input images can be captured under different illumination conditions. In addition, we also propose techniques to convert the learned reflectance volume into a relightable textured mesh enabling fast real-time rendering with novel illuminations. We demonstrate the potential of the proposed approach with experiments on both synthetic and real datasets, where we are able to obtain high-quality relightable 3D assets from image collections. The datasets and code is available on the project page: https://markboss.me/publication/2021-nerd/
Multi-view Surface Reconstruction Using Normal and Reflectance Cues
Achieving high-fidelity 3D surface reconstruction while preserving fine details remains challenging, especially in the presence of materials with complex reflectance properties and without a dense-view setup. In this paper, we introduce a versatile framework that incorporates multi-view normal and optionally reflectance maps into radiance-based surface reconstruction. Our approach employs a pixel-wise joint re-parametrization of reflectance and surface normals, representing them as a vector of radiances under simulated, varying illumination. This formulation enables seamless incorporation into standard surface reconstruction pipelines, such as traditional multi-view stereo (MVS) frameworks or modern neural volume rendering (NVR) ones. Combined with the latter, our approach achieves state-of-the-art performance on multi-view photometric stereo (MVPS) benchmark datasets, including DiLiGenT-MV, LUCES-MV and Skoltech3D. In particular, our method excels in reconstructing fine-grained details and handling challenging visibility conditions. The present paper is an extended version of the earlier conference paper by Brument et al. (in Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), 2024), featuring an accelerated and more robust algorithm as well as a broader empirical evaluation. The code and data relative to this article is available at https://github.com/RobinBruneau/RNb-NeuS2.
SPIDeRS: Structured Polarization for Invisible Depth and Reflectance Sensing
Can we capture shape and reflectance in stealth? Such capability would be valuable for many application domains in vision, xR, robotics, and HCI. We introduce Structured Polarization, the first depth and reflectance sensing method using patterns of polarized light (SPIDeRS). The key idea is to modulate the angle of linear polarization (AoLP) of projected light at each pixel. The use of polarization makes it invisible and lets us recover not only depth but also directly surface normals and even reflectance. We implement SPIDeRS with a liquid crystal spatial light modulator (SLM) and a polarimetric camera. We derive a novel method for robustly extracting the projected structured polarization pattern from the polarimetric object appearance. We evaluate the effectiveness of SPIDeRS by applying it to a number of real-world objects. The results show that our method successfully reconstructs object shapes of various materials and is robust to diffuse reflection and ambient light. We also demonstrate relighting using recovered surface normals and reflectance. We believe SPIDeRS opens a new avenue of polarization use in visual sensing.
Facial Appearance Capture at Home with Patch-Level Reflectance Prior
Existing facial appearance capture methods can reconstruct plausible facial reflectance from smartphone-recorded videos. However, the reconstruction quality is still far behind the ones based on studio recordings. This paper fills the gap by developing a novel daily-used solution with a co-located smartphone and flashlight video capture setting in a dim room. To enhance the quality, our key observation is to solve facial reflectance maps within the data distribution of studio-scanned ones. Specifically, we first learn a diffusion prior over the Light Stage scans and then steer it to produce the reflectance map that best matches the captured images. We propose to train the diffusion prior at the patch level to improve generalization ability and training stability, as current Light Stage datasets are in ultra-high resolution but limited in data size. Tailored to this prior, we propose a patch-level posterior sampling technique to sample seamless full-resolution reflectance maps from this patch-level diffusion model. Experiments demonstrate our method closes the quality gap between low-cost and studio recordings by a large margin, opening the door for everyday users to clone themselves to the digital world. Our code will be released at https://github.com/yxuhan/DoRA.
Gaia Data Release 3: Summary of the content and survey properties
We present the third data release of the European Space Agency's Gaia mission, GDR3. The GDR3 catalogue is the outcome of the processing of raw data collected with the Gaia instruments during the first 34 months of the mission by the Gaia Data Processing and Analysis Consortium. The GDR3 catalogue contains the same source list, celestial positions, proper motions, parallaxes, and broad band photometry in the G, G_{BP}, and G_{RP} pass-bands already present in the Early Third Data Release. GDR3 introduces an impressive wealth of new data products. More than 33 million objects in the ranges G_{rvs} < 14 and 3100 <T_{eff} <14500 , have new determinations of their mean radial velocities based on data collected by Gaia. We provide G_{rvs} magnitudes for most sources with radial velocities, and a line broadening parameter is listed for a subset of these. Mean Gaia spectra are made available to the community. The GDR3 catalogue includes about 1 million mean spectra from the radial velocity spectrometer, and about 220 million low-resolution blue and red prism photometer BPRP mean spectra. The results of the analysis of epoch photometry are provided for some 10 million sources across 24 variability types. GDR3 includes astrophysical parameters and source class probabilities for about 470 million and 1500 million sources, respectively, including stars, galaxies, and quasars. Orbital elements and trend parameters are provided for some 800,000 astrometric, spectroscopic and eclipsing binaries. More than 150,000 Solar System objects, including new discoveries, with preliminary orbital solutions and individual epoch observations are part of this release. Reflectance spectra derived from the epoch BPRP spectral data are published for about 60\,000 asteroids. Finally, an additional data set is provided, namely the Gaia Andromeda Photometric Survey (abridged)
Efficient Diffusion as Low Light Enhancer
The computational burden of the iterative sampling process remains a major challenge in diffusion-based Low-Light Image Enhancement (LLIE). Current acceleration methods, whether training-based or training-free, often lead to significant performance degradation, highlighting the trade-off between performance and efficiency. In this paper, we identify two primary factors contributing to performance degradation: fitting errors and the inference gap. Our key insight is that fitting errors can be mitigated by linearly extrapolating the incorrect score functions, while the inference gap can be reduced by shifting the Gaussian flow to a reflectance-aware residual space. Based on the above insights, we design Reflectance-Aware Trajectory Refinement (RATR) module, a simple yet effective module to refine the teacher trajectory using the reflectance component of images. Following this, we introduce Reflectance-aware Diffusion with Distilled Trajectory (ReDDiT), an efficient and flexible distillation framework tailored for LLIE. Our framework achieves comparable performance to previous diffusion-based methods with redundant steps in just 2 steps while establishing new state-of-the-art (SOTA) results with 8 or 4 steps. Comprehensive experimental evaluations on 10 benchmark datasets validate the effectiveness of our method, consistently outperforming existing SOTA methods.
Neural Multi-View Self-Calibrated Photometric Stereo without Photometric Stereo Cues
We propose a neural inverse rendering approach that jointly reconstructs geometry, spatially varying reflectance, and lighting conditions from multi-view images captured under varying directional lighting. Unlike prior multi-view photometric stereo methods that require light calibration or intermediate cues such as per-view normal maps, our method jointly optimizes all scene parameters from raw images in a single stage. We represent both geometry and reflectance as neural implicit fields and apply shadow-aware volume rendering. A spatial network first predicts the signed distance and a reflectance latent code for each scene point. A reflectance network then estimates reflectance values conditioned on the latent code and angularly encoded surface normal, view, and light directions. The proposed method outperforms state-of-the-art normal-guided approaches in shape and lighting estimation accuracy, generalizes to view-unaligned multi-light images, and handles objects with challenging geometry and reflectance.
UnMix-NeRF: Spectral Unmixing Meets Neural Radiance Fields
Neural Radiance Field (NeRF)-based segmentation methods focus on object semantics and rely solely on RGB data, lacking intrinsic material properties. This limitation restricts accurate material perception, which is crucial for robotics, augmented reality, simulation, and other applications. We introduce UnMix-NeRF, a framework that integrates spectral unmixing into NeRF, enabling joint hyperspectral novel view synthesis and unsupervised material segmentation. Our method models spectral reflectance via diffuse and specular components, where a learned dictionary of global endmembers represents pure material signatures, and per-point abundances capture their distribution. For material segmentation, we use spectral signature predictions along learned endmembers, allowing unsupervised material clustering. Additionally, UnMix-NeRF enables scene editing by modifying learned endmember dictionaries for flexible material-based appearance manipulation. Extensive experiments validate our approach, demonstrating superior spectral reconstruction and material segmentation to existing methods. Project page: https://www.factral.co/UnMix-NeRF.
FitMe: Deep Photorealistic 3D Morphable Model Avatars
In this paper, we introduce FitMe, a facial reflectance model and a differentiable rendering optimization pipeline, that can be used to acquire high-fidelity renderable human avatars from single or multiple images. The model consists of a multi-modal style-based generator, that captures facial appearance in terms of diffuse and specular reflectance, and a PCA-based shape model. We employ a fast differentiable rendering process that can be used in an optimization pipeline, while also achieving photorealistic facial shading. Our optimization process accurately captures both the facial reflectance and shape in high-detail, by exploiting the expressivity of the style-based latent representation and of our shape model. FitMe achieves state-of-the-art reflectance acquisition and identity preservation on single "in-the-wild" facial images, while it produces impressive scan-like results, when given multiple unconstrained facial images pertaining to the same identity. In contrast with recent implicit avatar reconstructions, FitMe requires only one minute and produces relightable mesh and texture-based avatars, that can be used by end-user applications.
Optical Properties of Superconducting K$_{0.8}$Fe$_{1.7}$(Se$_{0.73}$S$_{0.27}$)$_2$ Single Crystals
The optical properties of the superconducting K_{0.8}Fe_{1.7}(Se_{0.73}S_{0.27})_2 single crystals with a critical temperature T_capprox 26 K have been measured in the {\it ab} plane in a wide frequency range using both infrared Fourier-transform spectroscopy and spectroscopic ellipsometry at temperatures of 4--300 K. The normal-state reflectance of K_{0.8}Fe_{1.7}(Se_{0.73}S_{0.27})_2 is analyzed using a Drude-Lorentz model with one Drude component. The temperature dependences of the plasma frequency, optical conductivity, scattering rate, and dc resistivity of the Drude contribution in the normal state are presented. In the superconducting state, we observe a signature of the superconducting gap opening at 2Δ(5~K) = 11.8~meV. An abrupt decrease in the low-frequency dielectric permittivity varepsilon _1(ω) at T < T_c also evidences the formation of the superconducting condensate. The superconducting plasma frequency ω_{pl,s} = (213pm 5)~cm^{-1} and the magnetic penetration depth λ=(7.5pm 0.2)~μm at T=5~K are determined.
CrackNex: a Few-shot Low-light Crack Segmentation Model Based on Retinex Theory for UAV Inspections
Routine visual inspections of concrete structures are imperative for upholding the safety and integrity of critical infrastructure. Such visual inspections sometimes happen under low-light conditions, e.g., checking for bridge health. Crack segmentation under such conditions is challenging due to the poor contrast between cracks and their surroundings. However, most deep learning methods are designed for well-illuminated crack images and hence their performance drops dramatically in low-light scenes. In addition, conventional approaches require many annotated low-light crack images which is time-consuming. In this paper, we address these challenges by proposing CrackNex, a framework that utilizes reflectance information based on Retinex Theory to help the model learn a unified illumination-invariant representation. Furthermore, we utilize few-shot segmentation to solve the inefficient training data problem. In CrackNex, both a support prototype and a reflectance prototype are extracted from the support set. Then, a prototype fusion module is designed to integrate the features from both prototypes. CrackNex outperforms the SOTA methods on multiple datasets. Additionally, we present the first benchmark dataset, LCSD, for low-light crack segmentation. LCSD consists of 102 well-illuminated crack images and 41 low-light crack images. The dataset and code are available at https://github.com/zy1296/CrackNex.
Correspondences of the Third Kind: Camera Pose Estimation from Object Reflection
Computer vision has long relied on two kinds of correspondences: pixel correspondences in images and 3D correspondences on object surfaces. Is there another kind, and if there is, what can they do for us? In this paper, we introduce correspondences of the third kind we call reflection correspondences and show that they can help estimate camera pose by just looking at objects without relying on the background. Reflection correspondences are point correspondences in the reflected world, i.e., the scene reflected by the object surface. The object geometry and reflectance alters the scene geometrically and radiometrically, respectively, causing incorrect pixel correspondences. Geometry recovered from each image is also hampered by distortions, namely generalized bas-relief ambiguity, leading to erroneous 3D correspondences. We show that reflection correspondences can resolve the ambiguities arising from these distortions. We introduce a neural correspondence estimator and a RANSAC algorithm that fully leverages all three kinds of correspondences for robust and accurate joint camera pose and object shape estimation just from the object appearance. The method expands the horizon of numerous downstream tasks, including camera pose estimation for appearance modeling (e.g., NeRF) and motion estimation of reflective objects (e.g., cars on the road), to name a few, as it relieves the requirement of overlapping background.
Explainable Earth Surface Forecasting under Extreme Events
With climate change-related extreme events on the rise, high dimensional Earth observation data presents a unique opportunity for forecasting and understanding impacts on ecosystems. This is, however, impeded by the complexity of processing, visualizing, modeling, and explaining this data. To showcase how this challenge can be met, here we train a convolutional long short-term memory-based architecture on the novel DeepExtremeCubes dataset. DeepExtremeCubes includes around 40,000 long-term Sentinel-2 minicubes (January 2016-October 2022) worldwide, along with labeled extreme events, meteorological data, vegetation land cover, and topography map, sampled from locations affected by extreme climate events and surrounding areas. When predicting future reflectances and vegetation impacts through kernel normalized difference vegetation index, the model achieved an R^2 score of 0.9055 in the test set. Explainable artificial intelligence was used to analyze the model's predictions during the October 2020 Central South America compound heatwave and drought event. We chose the same area exactly one year before the event as counterfactual, finding that the average temperature and surface pressure are generally the best predictors under normal conditions. In contrast, minimum anomalies of evaporation and surface latent heat flux take the lead during the event. A change of regime is also observed in the attributions before the event, which might help assess how long the event was brewing before happening. The code to replicate all experiments and figures in this paper is publicly available at https://github.com/DeepExtremes/txyXAI
URAvatar: Universal Relightable Gaussian Codec Avatars
We present a new approach to creating photorealistic and relightable head avatars from a phone scan with unknown illumination. The reconstructed avatars can be animated and relit in real time with the global illumination of diverse environments. Unlike existing approaches that estimate parametric reflectance parameters via inverse rendering, our approach directly models learnable radiance transfer that incorporates global light transport in an efficient manner for real-time rendering. However, learning such a complex light transport that can generalize across identities is non-trivial. A phone scan in a single environment lacks sufficient information to infer how the head would appear in general environments. To address this, we build a universal relightable avatar model represented by 3D Gaussians. We train on hundreds of high-quality multi-view human scans with controllable point lights. High-resolution geometric guidance further enhances the reconstruction accuracy and generalization. Once trained, we finetune the pretrained model on a phone scan using inverse rendering to obtain a personalized relightable avatar. Our experiments establish the efficacy of our design, outperforming existing approaches while retaining real-time rendering capability.
SwitchLight: Co-design of Physics-driven Architecture and Pre-training Framework for Human Portrait Relighting
We introduce a co-designed approach for human portrait relighting that combines a physics-guided architecture with a pre-training framework. Drawing on the Cook-Torrance reflectance model, we have meticulously configured the architecture design to precisely simulate light-surface interactions. Furthermore, to overcome the limitation of scarce high-quality lightstage data, we have developed a self-supervised pre-training strategy. This novel combination of accurate physical modeling and expanded training dataset establishes a new benchmark in relighting realism.
Neural Microfacet Fields for Inverse Rendering
We present Neural Microfacet Fields, a method for recovering materials, geometry, and environment illumination from images of a scene. Our method uses a microfacet reflectance model within a volumetric setting by treating each sample along the ray as a (potentially non-opaque) surface. Using surface-based Monte Carlo rendering in a volumetric setting enables our method to perform inverse rendering efficiently by combining decades of research in surface-based light transport with recent advances in volume rendering for view synthesis. Our approach outperforms prior work in inverse rendering, capturing high fidelity geometry and high frequency illumination details; its novel view synthesis results are on par with state-of-the-art methods that do not recover illumination or materials.
Colorful Diffuse Intrinsic Image Decomposition in the Wild
Intrinsic image decomposition aims to separate the surface reflectance and the effects from the illumination given a single photograph. Due to the complexity of the problem, most prior works assume a single-color illumination and a Lambertian world, which limits their use in illumination-aware image editing applications. In this work, we separate an input image into its diffuse albedo, colorful diffuse shading, and specular residual components. We arrive at our result by gradually removing first the single-color illumination and then the Lambertian-world assumptions. We show that by dividing the problem into easier sub-problems, in-the-wild colorful diffuse shading estimation can be achieved despite the limited ground-truth datasets. Our extended intrinsic model enables illumination-aware analysis of photographs and can be used for image editing applications such as specularity removal and per-pixel white balancing.
SViM3D: Stable Video Material Diffusion for Single Image 3D Generation
We present Stable Video Materials 3D (SViM3D), a framework to predict multi-view consistent physically based rendering (PBR) materials, given a single image. Recently, video diffusion models have been successfully used to reconstruct 3D objects from a single image efficiently. However, reflectance is still represented by simple material models or needs to be estimated in additional steps to enable relighting and controlled appearance edits. We extend a latent video diffusion model to output spatially varying PBR parameters and surface normals jointly with each generated view based on explicit camera control. This unique setup allows for relighting and generating a 3D asset using our model as neural prior. We introduce various mechanisms to this pipeline that improve quality in this ill-posed setting. We show state-of-the-art relighting and novel view synthesis performance on multiple object-centric datasets. Our method generalizes to diverse inputs, enabling the generation of relightable 3D assets useful in AR/VR, movies, games and other visual media.
Relightify: Relightable 3D Faces from a Single Image via Diffusion Models
Following the remarkable success of diffusion models on image generation, recent works have also demonstrated their impressive ability to address a number of inverse problems in an unsupervised way, by properly constraining the sampling process based on a conditioning input. Motivated by this, in this paper, we present the first approach to use diffusion models as a prior for highly accurate 3D facial BRDF reconstruction from a single image. We start by leveraging a high-quality UV dataset of facial reflectance (diffuse and specular albedo and normals), which we render under varying illumination settings to simulate natural RGB textures and, then, train an unconditional diffusion model on concatenated pairs of rendered textures and reflectance components. At test time, we fit a 3D morphable model to the given image and unwrap the face in a partial UV texture. By sampling from the diffusion model, while retaining the observed texture part intact, the model inpaints not only the self-occluded areas but also the unknown reflectance components, in a single sequence of denoising steps. In contrast to existing methods, we directly acquire the observed texture from the input image, thus, resulting in more faithful and consistent reflectance estimation. Through a series of qualitative and quantitative comparisons, we demonstrate superior performance in both texture completion as well as reflectance reconstruction tasks.
Recasting Regional Lighting for Shadow Removal
Removing shadows requires an understanding of both lighting conditions and object textures in a scene. Existing methods typically learn pixel-level color mappings between shadow and non-shadow images, in which the joint modeling of lighting and object textures is implicit and inadequate. We observe that in a shadow region, the degradation degree of object textures depends on the local illumination, while simply enhancing the local illumination cannot fully recover the attenuated textures. Based on this observation, we propose to condition the restoration of attenuated textures on the corrected local lighting in the shadow region. Specifically, We first design a shadow-aware decomposition network to estimate the illumination and reflectance layers of shadow regions explicitly. We then propose a novel bilateral correction network to recast the lighting of shadow regions in the illumination layer via a novel local lighting correction module, and to restore the textures conditioned on the corrected illumination layer via a novel illumination-guided texture restoration module. We further annotate pixel-wise shadow masks for the public SRD dataset, which originally contains only image pairs. Experiments on three benchmarks show that our method outperforms existing state-of-the-art shadow removal methods.
ReliTalk: Relightable Talking Portrait Generation from a Single Video
Recent years have witnessed great progress in creating vivid audio-driven portraits from monocular videos. However, how to seamlessly adapt the created video avatars to other scenarios with different backgrounds and lighting conditions remains unsolved. On the other hand, existing relighting studies mostly rely on dynamically lighted or multi-view data, which are too expensive for creating video portraits. To bridge this gap, we propose ReliTalk, a novel framework for relightable audio-driven talking portrait generation from monocular videos. Our key insight is to decompose the portrait's reflectance from implicitly learned audio-driven facial normals and images. Specifically, we involve 3D facial priors derived from audio features to predict delicate normal maps through implicit functions. These initially predicted normals then take a crucial part in reflectance decomposition by dynamically estimating the lighting condition of the given video. Moreover, the stereoscopic face representation is refined using the identity-consistent loss under simulated multiple lighting conditions, addressing the ill-posed problem caused by limited views available from a single monocular video. Extensive experiments validate the superiority of our proposed framework on both real and synthetic datasets. Our code is released in https://github.com/arthur-qiu/ReliTalk.
IntrinsicNeRF: Learning Intrinsic Neural Radiance Fields for Editable Novel View Synthesis
Existing inverse rendering combined with neural rendering methods can only perform editable novel view synthesis on object-specific scenes, while we present intrinsic neural radiance fields, dubbed IntrinsicNeRF, which introduce intrinsic decomposition into the NeRF-based neural rendering method and can extend its application to room-scale scenes. Since intrinsic decomposition is a fundamentally under-constrained inverse problem, we propose a novel distance-aware point sampling and adaptive reflectance iterative clustering optimization method, which enables IntrinsicNeRF with traditional intrinsic decomposition constraints to be trained in an unsupervised manner, resulting in multi-view consistent intrinsic decomposition results. To cope with the problem that different adjacent instances of similar reflectance in a scene are incorrectly clustered together, we further propose a hierarchical clustering method with coarse-to-fine optimization to obtain a fast hierarchical indexing representation. It supports compelling real-time augmented applications such as recoloring and illumination variation. Extensive experiments and editing samples on both object-specific/room-scale scenes and synthetic/real-word data demonstrate that we can obtain consistent intrinsic decomposition results and high-fidelity novel view synthesis even for challenging sequences.
BiGS: Bidirectional Gaussian Primitives for Relightable 3D Gaussian Splatting
We present Bidirectional Gaussian Primitives, an image-based novel view synthesis technique designed to represent and render 3D objects with surface and volumetric materials under dynamic illumination. Our approach integrates light intrinsic decomposition into the Gaussian splatting framework, enabling real-time relighting of 3D objects. To unify surface and volumetric material within a cohesive appearance model, we adopt a light- and view-dependent scattering representation via bidirectional spherical harmonics. Our model does not use a specific surface normal-related reflectance function, making it more compatible with volumetric representations like Gaussian splatting, where the normals are undefined. We demonstrate our method by reconstructing and rendering objects with complex materials. Using One-Light-At-a-Time (OLAT) data as input, we can reproduce photorealistic appearances under novel lighting conditions in real time.
LightenDiffusion: Unsupervised Low-Light Image Enhancement with Latent-Retinex Diffusion Models
In this paper, we propose a diffusion-based unsupervised framework that incorporates physically explainable Retinex theory with diffusion models for low-light image enhancement, named LightenDiffusion. Specifically, we present a content-transfer decomposition network that performs Retinex decomposition within the latent space instead of image space as in previous approaches, enabling the encoded features of unpaired low-light and normal-light images to be decomposed into content-rich reflectance maps and content-free illumination maps. Subsequently, the reflectance map of the low-light image and the illumination map of the normal-light image are taken as input to the diffusion model for unsupervised restoration with the guidance of the low-light feature, where a self-constrained consistency loss is further proposed to eliminate the interference of normal-light content on the restored results to improve overall visual quality. Extensive experiments on publicly available real-world benchmarks show that the proposed LightenDiffusion outperforms state-of-the-art unsupervised competitors and is comparable to supervised methods while being more generalizable to various scenes. Our code is available at https://github.com/JianghaiSCU/LightenDiffusion.
Dense Road Surface Grip Map Prediction from Multimodal Image Data
Slippery road weather conditions are prevalent in many regions and cause a regular risk for traffic. Still, there has been less research on how autonomous vehicles could detect slippery driving conditions on the road to drive safely. In this work, we propose a method to predict a dense grip map from the area in front of the car, based on postprocessed multimodal sensor data. We trained a convolutional neural network to predict pixelwise grip values from fused RGB camera, thermal camera, and LiDAR reflectance images, based on weakly supervised ground truth from an optical road weather sensor. The experiments show that it is possible to predict dense grip values with good accuracy from the used data modalities as the produced grip map follows both ground truth measurements and local weather conditions, such as snowy areas on the road. The model using only the RGB camera or LiDAR reflectance modality provided good baseline results for grip prediction accuracy while using models fusing the RGB camera, thermal camera, and LiDAR modalities improved the grip predictions significantly.
Exploring the Common Appearance-Boundary Adaptation for Nighttime Optical Flow
We investigate a challenging task of nighttime optical flow, which suffers from weakened texture and amplified noise. These degradations weaken discriminative visual features, thus causing invalid motion feature matching. Typically, existing methods employ domain adaptation to transfer knowledge from auxiliary domain to nighttime domain in either input visual space or output motion space. However, this direct adaptation is ineffective, since there exists a large domain gap due to the intrinsic heterogeneous nature of the feature representations between auxiliary and nighttime domains. To overcome this issue, we explore a common-latent space as the intermediate bridge to reinforce the feature alignment between auxiliary and nighttime domains. In this work, we exploit two auxiliary daytime and event domains, and propose a novel common appearance-boundary adaptation framework for nighttime optical flow. In appearance adaptation, we employ the intrinsic image decomposition to embed the auxiliary daytime image and the nighttime image into a reflectance-aligned common space. We discover that motion distributions of the two reflectance maps are very similar, benefiting us to consistently transfer motion appearance knowledge from daytime to nighttime domain. In boundary adaptation, we theoretically derive the motion correlation formula between nighttime image and accumulated events within a spatiotemporal gradient-aligned common space. We figure out that the correlation of the two spatiotemporal gradient maps shares significant discrepancy, benefitting us to contrastively transfer boundary knowledge from event to nighttime domain. Moreover, appearance adaptation and boundary adaptation are complementary to each other, since they could jointly transfer global motion and local boundary knowledge to the nighttime domain.
Disentangle then Parse:Night-time Semantic Segmentation with Illumination Disentanglement
Most prior semantic segmentation methods have been developed for day-time scenes, while typically underperforming in night-time scenes due to insufficient and complicated lighting conditions. In this work, we tackle this challenge by proposing a novel night-time semantic segmentation paradigm, i.e., disentangle then parse (DTP). DTP explicitly disentangles night-time images into light-invariant reflectance and light-specific illumination components and then recognizes semantics based on their adaptive fusion. Concretely, the proposed DTP comprises two key components: 1) Instead of processing lighting-entangled features as in prior works, our Semantic-Oriented Disentanglement (SOD) framework enables the extraction of reflectance component without being impeded by lighting, allowing the network to consistently recognize the semantics under cover of varying and complicated lighting conditions. 2) Based on the observation that the illumination component can serve as a cue for some semantically confused regions, we further introduce an Illumination-Aware Parser (IAParser) to explicitly learn the correlation between semantics and lighting, and aggregate the illumination features to yield more precise predictions. Extensive experiments on the night-time segmentation task with various settings demonstrate that DTP significantly outperforms state-of-the-art methods. Furthermore, with negligible additional parameters, DTP can be directly used to benefit existing day-time methods for night-time segmentation.
Physical-World Optical Adversarial Attacks on 3D Face Recognition
2D face recognition has been proven insecure for physical adversarial attacks. However, few studies have investigated the possibility of attacking real-world 3D face recognition systems. 3D-printed attacks recently proposed cannot generate adversarial points in the air. In this paper, we attack 3D face recognition systems through elaborate optical noises. We took structured light 3D scanners as our attack target. End-to-end attack algorithms are designed to generate adversarial illumination for 3D faces through the inherent or an additional projector to produce adversarial points at arbitrary positions. Nevertheless, face reflectance is a complex procedure because the skin is translucent. To involve this projection-and-capture procedure in optimization loops, we model it by Lambertian rendering model and use SfSNet to estimate the albedo. Moreover, to improve the resistance to distance and angle changes while maintaining the perturbation unnoticeable, a 3D transform invariant loss and two kinds of sensitivity maps are introduced. Experiments are conducted in both simulated and physical worlds. We successfully attacked point-cloud-based and depth-image-based 3D face recognition algorithms while needing fewer perturbations than previous state-of-the-art physical-world 3D adversarial attacks.
AvatarMe++: Facial Shape and BRDF Inference with Photorealistic Rendering-Aware GANs
Over the last years, many face analysis tasks have accomplished astounding performance, with applications including face generation and 3D face reconstruction from a single "in-the-wild" image. Nevertheless, to the best of our knowledge, there is no method which can produce render-ready high-resolution 3D faces from "in-the-wild" images and this can be attributed to the: (a) scarcity of available data for training, and (b) lack of robust methodologies that can successfully be applied on very high-resolution data. In this work, we introduce the first method that is able to reconstruct photorealistic render-ready 3D facial geometry and BRDF from a single "in-the-wild" image. We capture a large dataset of facial shape and reflectance, which we have made public. We define a fast facial photorealistic differentiable rendering methodology with accurate facial skin diffuse and specular reflection, self-occlusion and subsurface scattering approximation. With this, we train a network that disentangles the facial diffuse and specular BRDF components from a shape and texture with baked illumination, reconstructed with a state-of-the-art 3DMM fitting method. Our method outperforms the existing arts by a significant margin and reconstructs high-resolution 3D faces from a single low-resolution image, that can be rendered in various applications, and bridge the uncanny valley.
Deep Retinex Decomposition for Low-Light Enhancement
Retinex model is an effective tool for low-light image enhancement. It assumes that observed images can be decomposed into the reflectance and illumination. Most existing Retinex-based methods have carefully designed hand-crafted constraints and parameters for this highly ill-posed decomposition, which may be limited by model capacity when applied in various scenes. In this paper, we collect a LOw-Light dataset (LOL) containing low/normal-light image pairs and propose a deep Retinex-Net learned on this dataset, including a Decom-Net for decomposition and an Enhance-Net for illumination adjustment. In the training process for Decom-Net, there is no ground truth of decomposed reflectance and illumination. The network is learned with only key constraints including the consistent reflectance shared by paired low/normal-light images, and the smoothness of illumination. Based on the decomposition, subsequent lightness enhancement is conducted on illumination by an enhancement network called Enhance-Net, and for joint denoising there is a denoising operation on reflectance. The Retinex-Net is end-to-end trainable, so that the learned decomposition is by nature good for lightness adjustment. Extensive experiments demonstrate that our method not only achieves visually pleasing quality for low-light enhancement but also provides a good representation of image decomposition.
FlashTex: Fast Relightable Mesh Texturing with LightControlNet
Manually creating textures for 3D meshes is time-consuming, even for expert visual content creators. We propose a fast approach for automatically texturing an input 3D mesh based on a user-provided text prompt. Importantly, our approach disentangles lighting from surface material/reflectance in the resulting texture so that the mesh can be properly relit and rendered in any lighting environment. We introduce LightControlNet, a new text-to-image model based on the ControlNet architecture, which allows the specification of the desired lighting as a conditioning image to the model. Our text-to-texture pipeline then constructs the texture in two stages. The first stage produces a sparse set of visually consistent reference views of the mesh using LightControlNet. The second stage applies a texture optimization based on Score Distillation Sampling (SDS) that works with LightControlNet to increase the texture quality while disentangling surface material from lighting. Our pipeline is significantly faster than previous text-to-texture methods, while producing high-quality and relightable textures.
Tree-Structured Shading Decomposition
We study inferring a tree-structured representation from a single image for object shading. Prior work typically uses the parametric or measured representation to model shading, which is neither interpretable nor easily editable. We propose using the shade tree representation, which combines basic shading nodes and compositing methods to factorize object surface shading. The shade tree representation enables novice users who are unfamiliar with the physical shading process to edit object shading in an efficient and intuitive manner. A main challenge in inferring the shade tree is that the inference problem involves both the discrete tree structure and the continuous parameters of the tree nodes. We propose a hybrid approach to address this issue. We introduce an auto-regressive inference model to generate a rough estimation of the tree structure and node parameters, and then we fine-tune the inferred shade tree through an optimization algorithm. We show experiments on synthetic images, captured reflectance, real images, and non-realistic vector drawings, allowing downstream applications such as material editing, vectorized shading, and relighting. Project website: https://chen-geng.com/inv-shade-trees
Preface: A Data-driven Volumetric Prior for Few-shot Ultra High-resolution Face Synthesis
NeRFs have enabled highly realistic synthesis of human faces including complex appearance and reflectance effects of hair and skin. These methods typically require a large number of multi-view input images, making the process hardware intensive and cumbersome, limiting applicability to unconstrained settings. We propose a novel volumetric human face prior that enables the synthesis of ultra high-resolution novel views of subjects that are not part of the prior's training distribution. This prior model consists of an identity-conditioned NeRF, trained on a dataset of low-resolution multi-view images of diverse humans with known camera calibration. A simple sparse landmark-based 3D alignment of the training dataset allows our model to learn a smooth latent space of geometry and appearance despite a limited number of training identities. A high-quality volumetric representation of a novel subject can be obtained by model fitting to 2 or 3 camera views of arbitrary resolution. Importantly, our method requires as few as two views of casually captured images as input at inference time.
MMOT: The First Challenging Benchmark for Drone-based Multispectral Multi-Object Tracking
Drone-based multi-object tracking is essential yet highly challenging due to small targets, severe occlusions, and cluttered backgrounds. Existing RGB-based tracking algorithms heavily depend on spatial appearance cues such as color and texture, which often degrade in aerial views, compromising reliability. Multispectral imagery, capturing pixel-level spectral reflectance, provides crucial cues that enhance object discriminability under degraded spatial conditions. However, the lack of dedicated multispectral UAV datasets has hindered progress in this domain. To bridge this gap, we introduce MMOT, the first challenging benchmark for drone-based multispectral multi-object tracking. It features three key characteristics: (i) Large Scale - 125 video sequences with over 488.8K annotations across eight categories; (ii) Comprehensive Challenges - covering diverse conditions such as extreme small targets, high-density scenarios, severe occlusions, and complex motion; and (iii) Precise Oriented Annotations - enabling accurate localization and reduced ambiguity under aerial perspectives. To better extract spectral features and leverage oriented annotations, we further present a multispectral and orientation-aware MOT scheme adapting existing methods, featuring: (i) a lightweight Spectral 3D-Stem integrating spectral features while preserving compatibility with RGB pretraining; (ii) an orientation-aware Kalman filter for precise state estimation; and (iii) an end-to-end orientation-adaptive transformer. Extensive experiments across representative trackers consistently show that multispectral input markedly improves tracking performance over RGB baselines, particularly for small and densely packed objects. We believe our work will advance drone-based multispectral multi-object tracking research. Our MMOT, code, and benchmarks are publicly available at https://github.com/Annzstbl/MMOT.
SHINOBI: Shape and Illumination using Neural Object Decomposition via BRDF Optimization In-the-wild
We present SHINOBI, an end-to-end framework for the reconstruction of shape, material, and illumination from object images captured with varying lighting, pose, and background. Inverse rendering of an object based on unconstrained image collections is a long-standing challenge in computer vision and graphics and requires a joint optimization over shape, radiance, and pose. We show that an implicit shape representation based on a multi-resolution hash encoding enables faster and robust shape reconstruction with joint camera alignment optimization that outperforms prior work. Further, to enable the editing of illumination and object reflectance (i.e. material) we jointly optimize BRDF and illumination together with the object's shape. Our method is class-agnostic and works on in-the-wild image collections of objects to produce relightable 3D assets for several use cases such as AR/VR, movies, games, etc. Project page: https://shinobi.aengelhardt.com Video: https://www.youtube.com/watch?v=iFENQ6AcYd8&feature=youtu.be
Relighting Neural Radiance Fields with Shadow and Highlight Hints
This paper presents a novel neural implicit radiance representation for free viewpoint relighting from a small set of unstructured photographs of an object lit by a moving point light source different from the view position. We express the shape as a signed distance function modeled by a multi layer perceptron. In contrast to prior relightable implicit neural representations, we do not disentangle the different reflectance components, but model both the local and global reflectance at each point by a second multi layer perceptron that, in addition, to density features, the current position, the normal (from the signed distace function), view direction, and light position, also takes shadow and highlight hints to aid the network in modeling the corresponding high frequency light transport effects. These hints are provided as a suggestion, and we leave it up to the network to decide how to incorporate these in the final relit result. We demonstrate and validate our neural implicit representation on synthetic and real scenes exhibiting a wide variety of shapes, material properties, and global illumination light transport.
A Survey on Intrinsic Images: Delving Deep Into Lambert and Beyond
Intrinsic imaging or intrinsic image decomposition has traditionally been described as the problem of decomposing an image into two layers: a reflectance, the albedo invariant color of the material; and a shading, produced by the interaction between light and geometry. Deep learning techniques have been broadly applied in recent years to increase the accuracy of those separations. In this survey, we overview those results in context of well-known intrinsic image data sets and relevant metrics used in the literature, discussing their suitability to predict a desirable intrinsic image decomposition. Although the Lambertian assumption is still a foundational basis for many methods, we show that there is increasing awareness on the potential of more sophisticated physically-principled components of the image formation process, that is, optically accurate material models and geometry, and more complete inverse light transport estimations. We classify these methods in terms of the type of decomposition, considering the priors and models used, as well as the learning architecture and methodology driving the decomposition process. We also provide insights about future directions for research, given the recent advances in neural, inverse and differentiable rendering techniques.
Real-Time Neural Appearance Models
We present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations. Our appearance model utilizes learned hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the modeling capacity of the decoders, we equip the decoders with two graphics priors. The first prior -- transformation of directions into learned shading frames -- facilitates accurate reconstruction of mesoscale effects. The second prior -- a microfacet sampling distribution -- allows the neural decoder to perform importance sampling efficiently. The resulting appearance model supports anisotropic sampling and level-of-detail rendering, and allows baking deeply layered material graphs into a compact unified neural representation. By exposing hardware accelerated tensor operations to ray tracing shaders, we show that it is possible to inline and execute the neural decoders efficiently inside a real-time path tracer. We analyze scalability with increasing number of neural materials and propose to improve performance using code optimized for coherent and divergent execution. Our neural material shaders can be over an order of magnitude faster than non-neural layered materials. This opens up the door for using film-quality visuals in real-time applications such as games and live previews.
From Enhancement to Understanding: Build a Generalized Bridge for Low-light Vision via Semantically Consistent Unsupervised Fine-tuning
Low-level enhancement and high-level visual understanding in low-light vision have traditionally been treated separately. Low-light enhancement improves image quality for downstream tasks, but existing methods rely on physical or geometric priors, limiting generalization. Evaluation mainly focuses on visual quality rather than downstream performance. Low-light visual understanding, constrained by scarce labeled data, primarily uses task-specific domain adaptation, which lacks scalability. To address these challenges, we build a generalized bridge between low-light enhancement and low-light understanding, which we term Generalized Enhancement For Understanding (GEFU). This paradigm improves both generalization and scalability. To address the diverse causes of low-light degradation, we leverage pretrained generative diffusion models to optimize images, achieving zero-shot generalization performance. Building on this, we propose Semantically Consistent Unsupervised Fine-tuning (SCUF). Specifically, to overcome text prompt limitations, we introduce an illumination-aware image prompt to explicitly guide image generation and propose a cycle-attention adapter to maximize its semantic potential. To mitigate semantic degradation in unsupervised training, we propose caption and reflectance consistency to learn high-level semantics and image-level spatial semantics. Extensive experiments demonstrate that our proposed method outperforms current state-of-the-art methods in traditional image quality and GEFU tasks including classification, detection, and semantic segmentation.
EndoPBR: Material and Lighting Estimation for Photorealistic Surgical Simulations via Physically-based Rendering
The lack of labeled datasets in 3D vision for surgical scenes inhibits the development of robust 3D reconstruction algorithms in the medical domain. Despite the popularity of Neural Radiance Fields and 3D Gaussian Splatting in the general computer vision community, these systems have yet to find consistent success in surgical scenes due to challenges such as non-stationary lighting and non-Lambertian surfaces. As a result, the need for labeled surgical datasets continues to grow. In this work, we introduce a differentiable rendering framework for material and lighting estimation from endoscopic images and known geometry. Compared to previous approaches that model lighting and material jointly as radiance, we explicitly disentangle these scene properties for robust and photorealistic novel view synthesis. To disambiguate the training process, we formulate domain-specific properties inherent in surgical scenes. Specifically, we model the scene lighting as a simple spotlight and material properties as a bidirectional reflectance distribution function, parameterized by a neural network. By grounding color predictions in the rendering equation, we can generate photorealistic images at arbitrary camera poses. We evaluate our method with various sequences from the Colonoscopy 3D Video Dataset and show that our method produces competitive novel view synthesis results compared with other approaches. Furthermore, we demonstrate that synthetic data can be used to develop 3D vision algorithms by finetuning a depth estimation model with our rendered outputs. Overall, we see that the depth estimation performance is on par with fine-tuning with the original real images.
Birth and Death of a Rose
We study the problem of generating temporal object intrinsics -- temporally evolving sequences of object geometry, reflectance, and texture, such as a blooming rose -- from pre-trained 2D foundation models. Unlike conventional 3D modeling and animation techniques that require extensive manual effort and expertise, we introduce a method that generates such assets with signals distilled from pre-trained 2D diffusion models. To ensure the temporal consistency of object intrinsics, we propose Neural Templates for temporal-state-guided distillation, derived automatically from image features from self-supervised learning. Our method can generate high-quality temporal object intrinsics for several natural phenomena and enable the sampling and controllable rendering of these dynamic objects from any viewpoint, under any environmental lighting conditions, at any time of their lifespan. Project website: https://chen-geng.com/rose4d
Fast LiDAR Data Generation with Rectified Flows
Building LiDAR generative models holds promise as powerful data priors for restoration, scene manipulation, and scalable simulation in autonomous mobile robots. In recent years, approaches using diffusion models have emerged, significantly improving training stability and generation quality. Despite their success, diffusion models require numerous iterations of running neural networks to generate high-quality samples, making the increasing computational cost a potential barrier for robotics applications. To address this challenge, this paper presents R2Flow, a fast and high-fidelity generative model for LiDAR data. Our method is based on rectified flows that learn straight trajectories, simulating data generation with significantly fewer sampling steps compared to diffusion models. We also propose an efficient Transformer-based model architecture for processing the image representation of LiDAR range and reflectance measurements. Our experiments on unconditional LiDAR data generation using the KITTI-360 dataset demonstrate the effectiveness of our approach in terms of both efficiency and quality.
MLI-NeRF: Multi-Light Intrinsic-Aware Neural Radiance Fields
Current methods for extracting intrinsic image components, such as reflectance and shading, primarily rely on statistical priors. These methods focus mainly on simple synthetic scenes and isolated objects and struggle to perform well on challenging real-world data. To address this issue, we propose MLI-NeRF, which integrates Multiple Light information in Intrinsic-aware Neural Radiance Fields. By leveraging scene information provided by different light source positions complementing the multi-view information, we generate pseudo-label images for reflectance and shading to guide intrinsic image decomposition without the need for ground truth data. Our method introduces straightforward supervision for intrinsic component separation and ensures robustness across diverse scene types. We validate our approach on both synthetic and real-world datasets, outperforming existing state-of-the-art methods. Additionally, we demonstrate its applicability to various image editing tasks. The code and data are publicly available.
Material Transforms from Disentangled NeRF Representations
In this paper, we first propose a novel method for transferring material transformations across different scenes. Building on disentangled Neural Radiance Field (NeRF) representations, our approach learns to map Bidirectional Reflectance Distribution Functions (BRDF) from pairs of scenes observed in varying conditions, such as dry and wet. The learned transformations can then be applied to unseen scenes with similar materials, therefore effectively rendering the transformation learned with an arbitrary level of intensity. Extensive experiments on synthetic scenes and real-world objects validate the effectiveness of our approach, showing that it can learn various transformations such as wetness, painting, coating, etc. Our results highlight not only the versatility of our method but also its potential for practical applications in computer graphics. We publish our method implementation, along with our synthetic/real datasets on https://github.com/astra-vision/BRDFTransform
Retinex-RAWMamba: Bridging Demosaicing and Denoising for Low-Light RAW Image Enhancement
Low-light image enhancement, particularly in cross-domain tasks such as mapping from the raw domain to the sRGB domain, remains a significant challenge. Many deep learning-based methods have been developed to address this issue and have shown promising results in recent years. However, single-stage methods, which attempt to unify the complex mapping across both domains, leading to limited denoising performance. In contrast, existing two-stage approaches typically overlook the characteristic of demosaicing within the Image Signal Processing (ISP) pipeline, leading to color distortions under varying lighting conditions, especially in low-light scenarios. To address these issues, we propose a novel Mamba-based method customized for low light RAW images, called RAWMamba, to effectively handle raw images with different CFAs. Furthermore, we introduce a Retinex Decomposition Module (RDM) grounded in Retinex prior, which decouples illumination from reflectance to facilitate more effective denoising and automatic non-linear exposure correction, reducing the effect of manual linear illumination enhancement. By bridging demosaicing and denoising, better enhancement for low light RAW images is achieved. Experimental evaluations conducted on public datasets SID and MCR demonstrate that our proposed RAWMamba achieves state-of-the-art performance on cross-domain mapping. The code is available at https://github.com/Cynicarlos/RetinexRawMamba.
Boosting Object Detection with Zero-Shot Day-Night Domain Adaptation
Detecting objects in low-light scenarios presents a persistent challenge, as detectors trained on well-lit data exhibit significant performance degradation on low-light data due to low visibility. Previous methods mitigate this issue by exploring image enhancement or object detection techniques with real low-light image datasets. However, the progress is impeded by the inherent difficulties about collecting and annotating low-light images. To address this challenge, we propose to boost low-light object detection with zero-shot day-night domain adaptation, which aims to generalize a detector from well-lit scenarios to low-light ones without requiring real low-light data. Revisiting Retinex theory in the low-level vision, we first design a reflectance representation learning module to learn Retinex-based illumination invariance in images with a carefully designed illumination invariance reinforcement strategy. Next, an interchange-redecomposition-coherence procedure is introduced to improve over the vanilla Retinex image decomposition process by performing two sequential image decompositions and introducing a redecomposition cohering loss. Extensive experiments on ExDark, DARK FACE, and CODaN datasets show strong low-light generalizability of our method. Our code is available at https://github.com/ZPDu/DAI-Net.
Fantasia3D: Disentangling Geometry and Appearance for High-quality Text-to-3D Content Creation
Automatic 3D content creation has achieved rapid progress recently due to the availability of pre-trained, large language models and image diffusion models, forming the emerging topic of text-to-3D content creation. Existing text-to-3D methods commonly use implicit scene representations, which couple the geometry and appearance via volume rendering and are suboptimal in terms of recovering finer geometries and achieving photorealistic rendering; consequently, they are less effective for generating high-quality 3D assets. In this work, we propose a new method of Fantasia3D for high-quality text-to-3D content creation. Key to Fantasia3D is the disentangled modeling and learning of geometry and appearance. For geometry learning, we rely on a hybrid scene representation, and propose to encode surface normal extracted from the representation as the input of the image diffusion model. For appearance modeling, we introduce the spatially varying bidirectional reflectance distribution function (BRDF) into the text-to-3D task, and learn the surface material for photorealistic rendering of the generated surface. Our disentangled framework is more compatible with popular graphics engines, supporting relighting, editing, and physical simulation of the generated 3D assets. We conduct thorough experiments that show the advantages of our method over existing ones under different text-to-3D task settings. Project page and source codes: https://fantasia3d.github.io/.
SurfaceNet: Adversarial SVBRDF Estimation from a Single Image
In this paper we present SurfaceNet, an approach for estimating spatially-varying bidirectional reflectance distribution function (SVBRDF) material properties from a single image. We pose the problem as an image translation task and propose a novel patch-based generative adversarial network (GAN) that is able to produce high-quality, high-resolution surface reflectance maps. The employment of the GAN paradigm has a twofold objective: 1) allowing the model to recover finer details than standard translation models; 2) reducing the domain shift between synthetic and real data distributions in an unsupervised way. An extensive evaluation, carried out on a public benchmark of synthetic and real images under different illumination conditions, shows that SurfaceNet largely outperforms existing SVBRDF reconstruction methods, both quantitatively and qualitatively. Furthermore, SurfaceNet exhibits a remarkable ability in generating high-quality maps from real samples without any supervision at training time.
EarthPT: a time series foundation model for Earth Observation
We introduce EarthPT -- an Earth Observation (EO) pretrained transformer. EarthPT is a 700 million parameter decoding transformer foundation model trained in an autoregressive self-supervised manner and developed specifically with EO use-cases in mind. We demonstrate that EarthPT is an effective forecaster that can accurately predict future pixel-level surface reflectances across the 400-2300 nm range well into the future. For example, forecasts of the evolution of the Normalised Difference Vegetation Index (NDVI) have a typical error of approximately 0.05 (over a natural range of -1 -> 1) at the pixel level over a five month test set horizon, out-performing simple phase-folded models based on historical averaging. We also demonstrate that embeddings learnt by EarthPT hold semantically meaningful information and could be exploited for downstream tasks such as highly granular, dynamic land use classification. Excitingly, we note that the abundance of EO data provides us with -- in theory -- quadrillions of training tokens. Therefore, if we assume that EarthPT follows neural scaling laws akin to those derived for Large Language Models (LLMs), there is currently no data-imposed limit to scaling EarthPT and other similar `Large Observation Models.'
RenderFormer: Transformer-based Neural Rendering of Triangle Meshes with Global Illumination
We present RenderFormer, a neural rendering pipeline that directly renders an image from a triangle-based representation of a scene with full global illumination effects and that does not require per-scene training or fine-tuning. Instead of taking a physics-centric approach to rendering, we formulate rendering as a sequence-to-sequence transformation where a sequence of tokens representing triangles with reflectance properties is converted to a sequence of output tokens representing small patches of pixels. RenderFormer follows a two stage pipeline: a view-independent stage that models triangle-to-triangle light transport, and a view-dependent stage that transforms a token representing a bundle of rays to the corresponding pixel values guided by the triangle-sequence from the view-independent stage. Both stages are based on the transformer architecture and are learned with minimal prior constraints. We demonstrate and evaluate RenderFormer on scenes with varying complexity in shape and light transport.
GS^3: Efficient Relighting with Triple Gaussian Splatting
We present a spatial and angular Gaussian based representation and a triple splatting process, for real-time, high-quality novel lighting-and-view synthesis from multi-view point-lit input images. To describe complex appearance, we employ a Lambertian plus a mixture of angular Gaussians as an effective reflectance function for each spatial Gaussian. To generate self-shadow, we splat all spatial Gaussians towards the light source to obtain shadow values, which are further refined by a small multi-layer perceptron. To compensate for other effects like global illumination, another network is trained to compute and add a per-spatial-Gaussian RGB tuple. The effectiveness of our representation is demonstrated on 30 samples with a wide variation in geometry (from solid to fluffy) and appearance (from translucent to anisotropic), as well as using different forms of input data, including rendered images of synthetic/reconstructed objects, photographs captured with a handheld camera and a flash, or from a professional lightstage. We achieve a training time of 40-70 minutes and a rendering speed of 90 fps on a single commodity GPU. Our results compare favorably with state-of-the-art techniques in terms of quality/performance. Our code and data are publicly available at https://GSrelight.github.io/.
Φeat: Physically-Grounded Feature Representation
Foundation models have emerged as effective backbones for many vision tasks. However, current self-supervised features entangle high-level semantics with low-level physical factors, such as geometry and illumination, hindering their use in tasks requiring explicit physical reasoning. In this paper, we introduce Φeat, a novel physically-grounded visual backbone that encourages a representation sensitive to material identity, including reflectance cues and geometric mesostructure. Our key idea is to employ a pretraining strategy that contrasts spatial crops and physical augmentations of the same material under varying shapes and lighting conditions. While similar data have been used in high-end supervised tasks such as intrinsic decomposition or material estimation, we demonstrate that a pure self-supervised training strategy, without explicit labels, already provides a strong prior for tasks requiring robust features invariant to external physical factors. We evaluate the learned representations through feature similarity analysis and material selection, showing that Φeat captures physically-grounded structure beyond semantic grouping. These findings highlight the promise of unsupervised physical feature learning as a foundation for physics-aware perception in vision and graphics. These findings highlight the promise of unsupervised physical feature learning as a foundation for physics-aware perception in vision and graphics.
MUJICA: Reforming SISR Models for PBR Material Super-Resolution via Cross-Map Attention
Physically Based Rendering (PBR) materials are typically characterized by multiple 2D texture maps such as basecolor, normal, metallic, and roughness which encode spatially-varying bi-directional reflectance distribution function (SVBRDF) parameters to model surface reflectance properties and microfacet interactions. Upscaling SVBRDF material is valuable for modern 3D graphics applications. However, existing Single Image Super-Resolution (SISR) methods struggle with cross-map inconsistency, inadequate modeling of modality-specific features, and limited generalization due to data distribution shifts. In this work, we propose Multi-modal Upscaling Joint Inference via Cross-map Attention (MUJICA), a flexible adapter that reforms pre-trained Swin-transformer-based SISR models for PBR material super-resolution. MUJICA is seamlessly attached after the pre-trained and frozen SISR backbone. It leverages cross-map attention to fuse features while preserving remarkable reconstruction ability of the pre-trained SISR model. Applied to SISR models such as SwinIR, DRCT, and HMANet, MUJICA improves PSNR, SSIM, and LPIPS scores while preserving cross-map consistency. Experiments demonstrate that MUJICA enables efficient training even with limited resources and delivers state-of-the-art performance on PBR material datasets.
Video Compression for Spatiotemporal Earth System Data
Large-scale Earth system datasets, from high-resolution remote sensing imagery to spatiotemporal climate model outputs, exhibit characteristics analogous to those of standard videos. Their inherent spatial, temporal, and spectral redundancies can thus be readily exploited by established video compression techniques. Here, we present xarrayvideo, a Python library for compressing multichannel spatiotemporal datasets by encoding them as videos. Our approach achieves compression ratios of up to 250x while maintaining high fidelity by leveraging standard, well-optimized video codecs through ffmpeg. We demonstrate the library's effectiveness on four real-world multichannel spatiotemporal datasets: DynamicEarthNet (very high resolution Planet images), DeepExtremeCubes (high resolution Sentinel-2 images), ERA5 (weather reanalysis data), and the SimpleS2 dataset (high resolution multichannel Sentinel-2 images), achieving Peak Signal-to-Noise Ratios (PSNRs) of 55.86, 40.60, 46.58, and 43.23 dB at 0.1 bits per pixel per band (bpppb) and 65.91, 54.28, 62.90, and 55.04 dB at 1 bpppb. We are redistributing two of these datasets, DeepExtremeCubes (2.3 Tb) and DynamicEarthNet (525 Gb), in the machine-learning-ready and cloud-ready TACO format through HuggingFace at significantly reduced sizes (270 Gb and 8.5 Gb, respectively) without compromising quality (PSNR 55.77-56.65 and 60.15). No performance loss is observed when the compressed versions of these datasets are used in their respective deep learning-based downstream tasks (next step reflectance prediction and landcover segmentation). In conclusion, xarrayvideo presents an efficient solution for handling the rapidly growing size of Earth observation datasets, making advanced compression techniques accessible and practical to the Earth science community. The library is available for use at https://github.com/IPL-UV/xarrayvideo
PGC: Physics-Based Gaussian Cloth from a Single Pose
We introduce a novel approach to reconstruct simulation-ready garments with intricate appearance. Despite recent advancements, existing methods often struggle to balance the need for accurate garment reconstruction with the ability to generalize to new poses and body shapes or require large amounts of data to achieve this. In contrast, our method only requires a multi-view capture of a single static frame. We represent garments as hybrid mesh-embedded 3D Gaussian splats, where the Gaussians capture near-field shading and high-frequency details, while the mesh encodes far-field albedo and optimized reflectance parameters. We achieve novel pose generalization by exploiting the mesh from our hybrid approach, enabling physics-based simulation and surface rendering techniques, while also capturing fine details with Gaussians that accurately reconstruct garment details. Our optimized garments can be used for simulating garments on novel poses, and garment relighting. Project page: https://phys-gaussian-cloth.github.io .
Instructive3D: Editing Large Reconstruction Models with Text Instructions
Transformer based methods have enabled users to create, modify, and comprehend text and image data. Recently proposed Large Reconstruction Models (LRMs) further extend this by providing the ability to generate high-quality 3D models with the help of a single object image. These models, however, lack the ability to manipulate or edit the finer details, such as adding standard design patterns or changing the color and reflectance of the generated objects, thus lacking fine-grained control that may be very helpful in domains such as augmented reality, animation and gaming. Naively training LRMs for this purpose would require generating precisely edited images and 3D object pairs, which is computationally expensive. In this paper, we propose Instructive3D, a novel LRM based model that integrates generation and fine-grained editing, through user text prompts, of 3D objects into a single model. We accomplish this by adding an adapter that performs a diffusion process conditioned on a text prompt specifying edits in the triplane latent space representation of 3D object models. Our method does not require the generation of edited 3D objects. Additionally, Instructive3D allows us to perform geometrically consistent modifications, as the edits done through user-defined text prompts are applied to the triplane latent representation thus enhancing the versatility and precision of 3D objects generated. We compare the objects generated by Instructive3D and a baseline that first generates the 3D object meshes using a standard LRM model and then edits these 3D objects using text prompts when images are provided from the Objaverse LVIS dataset. We find that Instructive3D produces qualitatively superior 3D objects with the properties specified by the edit prompts.
DUSA: Decoupled Unsupervised Sim2Real Adaptation for Vehicle-to-Everything Collaborative Perception
Vehicle-to-Everything (V2X) collaborative perception is crucial for autonomous driving. However, achieving high-precision V2X perception requires a significant amount of annotated real-world data, which can always be expensive and hard to acquire. Simulated data have raised much attention since they can be massively produced at an extremely low cost. Nevertheless, the significant domain gap between simulated and real-world data, including differences in sensor type, reflectance patterns, and road surroundings, often leads to poor performance of models trained on simulated data when evaluated on real-world data. In addition, there remains a domain gap between real-world collaborative agents, e.g. different types of sensors may be installed on autonomous vehicles and roadside infrastructures with different extrinsics, further increasing the difficulty of sim2real generalization. To take full advantage of simulated data, we present a new unsupervised sim2real domain adaptation method for V2X collaborative detection named Decoupled Unsupervised Sim2Real Adaptation (DUSA). Our new method decouples the V2X collaborative sim2real domain adaptation problem into two sub-problems: sim2real adaptation and inter-agent adaptation. For sim2real adaptation, we design a Location-adaptive Sim2Real Adapter (LSA) module to adaptively aggregate features from critical locations of the feature map and align the features between simulated data and real-world data via a sim/real discriminator on the aggregated global feature. For inter-agent adaptation, we further devise a Confidence-aware Inter-agent Adapter (CIA) module to align the fine-grained features from heterogeneous agents under the guidance of agent-wise confidence maps. Experiments demonstrate the effectiveness of the proposed DUSA approach on unsupervised sim2real adaptation from the simulated V2XSet dataset to the real-world DAIR-V2X-C dataset.
LiDAR Data Synthesis with Denoising Diffusion Probabilistic Models
Generative modeling of 3D LiDAR data is an emerging task with promising applications for autonomous mobile robots, such as scalable simulation, scene manipulation, and sparse-to-dense completion of LiDAR point clouds. While existing approaches have demonstrated the feasibility of image-based LiDAR data generation using deep generative models, they still struggle with fidelity and training stability. In this work, we present R2DM, a novel generative model for LiDAR data that can generate diverse and high-fidelity 3D scene point clouds based on the image representation of range and reflectance intensity. Our method is built upon denoising diffusion probabilistic models (DDPMs), which have shown impressive results among generative model frameworks in recent years. To effectively train DDPMs in the LiDAR domain, we first conduct an in-depth analysis of data representation, loss functions, and spatial inductive biases. Leveraging our R2DM model, we also introduce a flexible LiDAR completion pipeline based on the powerful capabilities of DDPMs. We demonstrate that our method surpasses existing methods in generating tasks on the KITTI-360 and KITTI-Raw datasets, as well as in the completion task on the KITTI-360 dataset. Our project page can be found at https://kazuto1011.github.io/r2dm.
Diff-Retinex: Rethinking Low-light Image Enhancement with A Generative Diffusion Model
In this paper, we rethink the low-light image enhancement task and propose a physically explainable and generative diffusion model for low-light image enhancement, termed as Diff-Retinex. We aim to integrate the advantages of the physical model and the generative network. Furthermore, we hope to supplement and even deduce the information missing in the low-light image through the generative network. Therefore, Diff-Retinex formulates the low-light image enhancement problem into Retinex decomposition and conditional image generation. In the Retinex decomposition, we integrate the superiority of attention in Transformer and meticulously design a Retinex Transformer decomposition network (TDN) to decompose the image into illumination and reflectance maps. Then, we design multi-path generative diffusion networks to reconstruct the normal-light Retinex probability distribution and solve the various degradations in these components respectively, including dark illumination, noise, color deviation, loss of scene contents, etc. Owing to generative diffusion model, Diff-Retinex puts the restoration of low-light subtle detail into practice. Extensive experiments conducted on real-world low-light datasets qualitatively and quantitatively demonstrate the effectiveness, superiority, and generalization of the proposed method.
ECT: Fine-grained Edge Detection with Learned Cause Tokens
In this study, we tackle the challenging fine-grained edge detection task, which refers to predicting specific edges caused by reflectance, illumination, normal, and depth changes, respectively. Prior methods exploit multi-scale convolutional networks, which are limited in three aspects: (1) Convolutions are local operators while identifying the cause of edge formation requires looking at far away pixels. (2) Priors specific to edge cause are fixed in prediction heads. (3) Using separate networks for generic and fine-grained edge detection, and the constraint between them may be violated. To address these three issues, we propose a two-stage transformer-based network sequentially predicting generic edges and fine-grained edges, which has a global receptive field thanks to the attention mechanism. The prior knowledge of edge causes is formulated as four learnable cause tokens in a cause-aware decoder design. Furthermore, to encourage the consistency between generic edges and fine-grained edges, an edge aggregation and alignment loss is exploited. We evaluate our method on the public benchmark BSDS-RIND and several newly derived benchmarks, and achieve new state-of-the-art results. Our code, data, and models are publicly available at https://github.com/Daniellli/ECT.git.
Unsupervised Night Image Enhancement: When Layer Decomposition Meets Light-Effects Suppression
Night images suffer not only from low light, but also from uneven distributions of light. Most existing night visibility enhancement methods focus mainly on enhancing low-light regions. This inevitably leads to over enhancement and saturation in bright regions, such as those regions affected by light effects (glare, floodlight, etc). To address this problem, we need to suppress the light effects in bright regions while, at the same time, boosting the intensity of dark regions. With this idea in mind, we introduce an unsupervised method that integrates a layer decomposition network and a light-effects suppression network. Given a single night image as input, our decomposition network learns to decompose shading, reflectance and light-effects layers, guided by unsupervised layer-specific prior losses. Our light-effects suppression network further suppresses the light effects and, at the same time, enhances the illumination in dark regions. This light-effects suppression network exploits the estimated light-effects layer as the guidance to focus on the light-effects regions. To recover the background details and reduce hallucination/artefacts, we propose structure and high-frequency consistency losses. Our quantitative and qualitative evaluations on real images show that our method outperforms state-of-the-art methods in suppressing night light effects and boosting the intensity of dark regions.
SAMURAI: Shape And Material from Unconstrained Real-world Arbitrary Image collections
Inverse rendering of an object under entirely unknown capture conditions is a fundamental challenge in computer vision and graphics. Neural approaches such as NeRF have achieved photorealistic results on novel view synthesis, but they require known camera poses. Solving this problem with unknown camera poses is highly challenging as it requires joint optimization over shape, radiance, and pose. This problem is exacerbated when the input images are captured in the wild with varying backgrounds and illuminations. Standard pose estimation techniques fail in such image collections in the wild due to very few estimated correspondences across images. Furthermore, NeRF cannot relight a scene under any illumination, as it operates on radiance (the product of reflectance and illumination). We propose a joint optimization framework to estimate the shape, BRDF, and per-image camera pose and illumination. Our method works on in-the-wild online image collections of an object and produces relightable 3D assets for several use-cases such as AR/VR. To our knowledge, our method is the first to tackle this severely unconstrained task with minimal user interaction. Project page: https://markboss.me/publication/2022-samurai/ Video: https://youtu.be/LlYuGDjXp-8
A Hybrid MLP-SVM Model for Classification using Spatial-Spectral Features on Hyper-Spectral Images
There are many challenges in the classification of hyper spectral images such as large dimensionality, scarcity of labeled data and spatial variability of spectral signatures. In this proposed method, we make a hybrid classifier (MLP-SVM) using multilayer perceptron (MLP) and support vector machine (SVM) which aimed to improve the various classification parameters such as accuracy, precision, recall, f-score and to predict the region without ground truth. In proposed method, outputs from the last hidden layer of the neural net-ork become the input to the SVM, which finally classifies into various desired classes. In the present study, we worked on Indian Pines, U. Pavia and Salinas dataset with 16, 9, 16 classes and 200, 103 and 204 reflectance bands respectively, which is provided by AVIRIS and ROSIS sensor of NASA Jet propulsion laboratory. The proposed method significantly increases the accuracy on testing dataset to 93.22%, 96.87%, 93.81% as compare to 86.97%, 88.58%, 88.85% and 91.61%, 96.20%, 90.68% based on individual classifiers SVM and MLP on Indian Pines, U. Pavia and Salinas datasets respectively.
Single Image BRDF Parameter Estimation with a Conditional Adversarial Network
Creating plausible surfaces is an essential component in achieving a high degree of realism in rendering. To relieve artists, who create these surfaces in a time-consuming, manual process, automated retrieval of the spatially-varying Bidirectional Reflectance Distribution Function (SVBRDF) from a single mobile phone image is desirable. By leveraging a deep neural network, this casual capturing method can be achieved. The trained network can estimate per pixel normal, base color, metallic and roughness parameters from the Disney BRDF. The input image is taken with a mobile phone lit by the camera flash. The network is trained to compensate for environment lighting and thus learned to reduce artifacts introduced by other light sources. These losses contain a multi-scale discriminator with an additional perceptual loss, a rendering loss using a differentiable renderer, and a parameter loss. Besides the local precision, this loss formulation generates material texture maps which are globally more consistent. The network is set up as a generator network trained in an adversarial fashion to ensure that only plausible maps are produced. The estimated parameters not only reproduce the material faithfully in rendering but capture the style of hand-authored materials due to the more global loss terms compared to previous works without requiring additional post-processing. Both the resolution and the quality is improved.
LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS
Recent advancements in real-time neural rendering using point-based techniques have paved the way for the widespread adoption of 3D representations. However, foundational approaches like 3D Gaussian Splatting come with a substantial storage overhead caused by growing the SfM points to millions, often demanding gigabyte-level disk space for a single unbounded scene, posing significant scalability challenges and hindering the splatting efficiency. To address this challenge, we introduce LightGaussian, a novel method designed to transform 3D Gaussians into a more efficient and compact format. Drawing inspiration from the concept of Network Pruning, LightGaussian identifies Gaussians that are insignificant in contributing to the scene reconstruction and adopts a pruning and recovery process, effectively reducing redundancy in Gaussian counts while preserving visual effects. Additionally, LightGaussian employs distillation and pseudo-view augmentation to distill spherical harmonics to a lower degree, allowing knowledge transfer to more compact representations while maintaining reflectance. Furthermore, we propose a hybrid scheme, VecTree Quantization, to quantize all attributes, resulting in lower bitwidth representations with minimal accuracy losses. In summary, LightGaussian achieves an averaged compression rate over 15x while boosting the FPS from 139 to 215, enabling an efficient representation of complex scenes on Mip-NeRF 360, Tank and Temple datasets. Project website: https://lightgaussian.github.io/
Wild-GS: Real-Time Novel View Synthesis from Unconstrained Photo Collections
Photographs captured in unstructured tourist environments frequently exhibit variable appearances and transient occlusions, challenging accurate scene reconstruction and inducing artifacts in novel view synthesis. Although prior approaches have integrated the Neural Radiance Field (NeRF) with additional learnable modules to handle the dynamic appearances and eliminate transient objects, their extensive training demands and slow rendering speeds limit practical deployments. Recently, 3D Gaussian Splatting (3DGS) has emerged as a promising alternative to NeRF, offering superior training and inference efficiency along with better rendering quality. This paper presents Wild-GS, an innovative adaptation of 3DGS optimized for unconstrained photo collections while preserving its efficiency benefits. Wild-GS determines the appearance of each 3D Gaussian by their inherent material attributes, global illumination and camera properties per image, and point-level local variance of reflectance. Unlike previous methods that model reference features in image space, Wild-GS explicitly aligns the pixel appearance features to the corresponding local Gaussians by sampling the triplane extracted from the reference image. This novel design effectively transfers the high-frequency detailed appearance of the reference view to 3D space and significantly expedites the training process. Furthermore, 2D visibility maps and depth regularization are leveraged to mitigate the transient effects and constrain the geometry, respectively. Extensive experiments demonstrate that Wild-GS achieves state-of-the-art rendering performance and the highest efficiency in both training and inference among all the existing techniques.
