Neural surface reconstruction faces persistent challenges in reconciling geometric fidelity with photometric consistency under complex scene conditions. We present HiNeuS, a unified framework that holistically addresses three core limitations in existing approaches: multi-view radiance inconsistency, missing keypoints in textureless regions, and structural degradation from over-enforced Eikonal constraints during joint optimization. To resolve these issues through a unified pipeline, we introduce: 1) Differential visibility verification through SDF-guided ray tracing, resolving reflection ambiguities via continuous occlusion modeling; 2) Planar-conformal regularization via ray-aligned geometry patches that enforce local surface coherence while preserving sharp edges through adaptive appearance weighting; and 3) Physically-grounded Eikonal relaxation that dynamically modulates geometric constraints based on local radiance gradients, enabling detail preservation without sacrificing global regularity. Unlike prior methods that handle these aspects through sequential optimizations or isolated modules, our approach achieves cohesive integration where appearance-geometry constraints evolve synergistically throughout training. Comprehensive evaluations across synthetic and real-world datasets demonstrate state-of-the-art performance, including a 21.4% reduction in Chamfer distance over reflection-aware baselines and 2.32 dB PSNR improvement against neural rendering counterparts. Qualitative analyses reveal superior capability in recovering specular instruments, urban layouts with centimeter-scale infrastructure, and low-textured surfaces without local patch collapse. The method's generalizability is further validated through successful application to inverse rendering tasks, including material decomposition and view-consistent relighting.
3D Gaussian Splatting (3DGS) has emerged as a preferred choice alongside Neural Radiance Fields (NeRF) in inverse rendering due to its superior rendering speed. Currently, the common approach in 3DGS is to utilize "single-view" mini-batch training, where only one image is processed per iteration, in contrast to NeRF's "multi-view" mini-batch training, which leverages multiple images. We observe that such single-view training can lead to suboptimal optimization due to increased variance in mini-batch stochastic gradients, highlighting the necessity for multi-view training. However, implementing multi-view training in 3DGS poses challenges. Simply rendering multiple images per iteration incurs considerable overhead and may result in suboptimal Gaussian densification due to its reliance on single-view assumptions. To address these issues, we modify the rasterization process to minimize the overhead associated with multi-view training and propose a 3D distance-aware D-SSIM loss and multi-view adaptive density control that better suits multi-view scenarios. Our experiments demonstrate that the proposed methods significantly enhance the performance of 3DGS and its variants, freeing 3DGS from the constraints of single-view training.
Gaussian Splatting have demonstrated remarkable novel view synthesis performance at high rendering frame rates. Optimization-based inverse rendering within complex capture scenarios remains however a challenging problem. A particular case is modelling complex surface light interactions for highly reflective scenes, which results in intricate high frequency specular radiance components. We hypothesize that such challenging settings can benefit from increased representation power. We hence propose a method that tackles this issue through a geometrically and physically grounded Gaussian Splatting borne radiance field, where normals and material properties are spatially variable in the primitive's local space. Using per-primitive texture maps for this purpose, we also propose to harness the GPU hardware to accelerate rendering at test time via unified material texture atlas.
Reconstructing 3D assets from images, known as inverse rendering (IR), remains a challenging task due to its ill-posed nature. 3D Gaussian Splatting (3DGS) has demonstrated impressive capabilities for novel view synthesis (NVS) tasks. Methods apply it to relighting by separating radiance into BRDF parameters and lighting, yet produce inferior relighting quality with artifacts and unnatural indirect illumination due to the limited capability of each Gaussian, which has constant material parameters and normal, alongside the absence of physical constraints for indirect lighting. In this paper, we present a novel framework called Spatially-vayring Gaussian Inverse Rendering (SVG-IR), aimed at enhancing both NVS and relighting quality. To this end, we propose a new representation-Spatially-varying Gaussian (SVG)-that allows per-Gaussian spatially varying parameters. This enhanced representation is complemented by a SVG splatting scheme akin to vertex/fragment shading in traditional graphics pipelines. Furthermore, we integrate a physically-based indirect lighting model, enabling more realistic relighting. The proposed SVG-IR framework significantly improves rendering quality, outperforming state-of-the-art NeRF-based methods by 2.5 dB in peak signal-to-noise ratio (PSNR) and surpassing existing Gaussian-based techniques by 3.5 dB in relighting tasks, all while maintaining a real-time rendering speed.
We present the first system for physically based, neural inverse rendering from multi-viewpoint videos of propagating light. Our approach relies on a time-resolved extension of neural radiance caching -- a technique that accelerates inverse rendering by storing infinite-bounce radiance arriving at any point from any direction. The resulting model accurately accounts for direct and indirect light transport effects and, when applied to captured measurements from a flash lidar system, enables state-of-the-art 3D reconstruction in the presence of strong indirect light. Further, we demonstrate view synthesis of propagating light, automatic decomposition of captured measurements into direct and indirect components, as well as novel capabilities such as multi-view time-resolved relighting of captured scenes.
We present a simple, yet effective diffusion-based method for fine-grained, parametric control over light sources in an image. Existing relighting methods either rely on multiple input views to perform inverse rendering at inference time, or fail to provide explicit control over light changes. Our method fine-tunes a diffusion model on a small set of real raw photograph pairs, supplemented by synthetically rendered images at scale, to elicit its photorealistic prior for relighting. We leverage the linearity of light to synthesize image pairs depicting controlled light changes of either a target light source or ambient illumination. Using this data and an appropriate fine-tuning scheme, we train a model for precise illumination changes with explicit control over light intensity and color. Lastly, we show how our method can achieve compelling light editing results, and outperforms existing methods based on user preference.
The emergence of neural and Gaussian-based radiance field methods has led to considerable advancements in novel view synthesis and 3D object reconstruction. Nonetheless, specular reflection and refraction continue to pose significant challenges due to the instability and incorrect overfitting of radiance fields to high-frequency light variations. Currently, even 3D Gaussian Splatting (3D-GS), as a powerful and efficient tool, falls short in recovering transparent objects with nearby contents due to the existence of apparent secondary ray effects. To address this issue, we propose TransparentGS, a fast inverse rendering pipeline for transparent objects based on 3D-GS. The main contributions are three-fold. Firstly, an efficient representation of transparent objects, transparent Gaussian primitives, is designed to enable specular refraction through a deferred refraction strategy. Secondly, we leverage Gaussian light field probes (GaussProbe) to encode both ambient light and nearby contents in a unified framework. Thirdly, a depth-based iterative probes query (IterQuery) algorithm is proposed to reduce the parallax errors in our probe-based framework. Experiments demonstrate the speed and accuracy of our approach in recovering transparent objects from complex environments, as well as several applications in computer graphics and vision.
We introduce RGS-DR, a novel inverse rendering method for reconstructing and rendering glossy and reflective objects with support for flexible relighting and scene editing. Unlike existing methods (e.g., NeRF and 3D Gaussian Splatting), which struggle with view-dependent effects, RGS-DR utilizes a 2D Gaussian surfel representation to accurately estimate geometry and surface normals, an essential property for high-quality inverse rendering. Our approach explicitly models geometric and material properties through learnable primitives rasterized into a deferred shading pipeline, effectively reducing rendering artifacts and preserving sharp reflections. By employing a multi-level cube mipmap, RGS-DR accurately approximates environment lighting integrals, facilitating high-quality reconstruction and relighting. A residual pass with spherical-mipmap-based directional encoding further refines the appearance modeling. Experiments demonstrate that RGS-DR achieves high-quality reconstruction and rendering quality for shiny objects, often outperforming reconstruction-exclusive state-of-the-art methods incapable of relighting.
We introduce the Digital Twin Catalog (DTC), a new large-scale photorealistic 3D object digital twin dataset. A digital twin of a 3D object is a highly detailed, virtually indistinguishable representation of a physical object, accurately capturing its shape, appearance, physical properties, and other attributes. Recent advances in neural-based 3D reconstruction and inverse rendering have significantly improved the quality of 3D object reconstruction. Despite these advancements, there remains a lack of a large-scale, digital twin-quality real-world dataset and benchmark that can quantitatively assess and compare the performance of different reconstruction methods, as well as improve reconstruction quality through training or fine-tuning. Moreover, to democratize 3D digital twin creation, it is essential to integrate creation techniques with next-generation egocentric computing platforms, such as AR glasses. Currently, there is no dataset available to evaluate 3D object reconstruction using egocentric captured images. To address these gaps, the DTC dataset features 2,000 scanned digital twin-quality 3D objects, along with image sequences captured under different lighting conditions using DSLR cameras and egocentric AR glasses. This dataset establishes the first comprehensive real-world evaluation benchmark for 3D digital twin creation tasks, offering a robust foundation for comparing and improving existing reconstruction methods. The DTC dataset is already released at https://www.projectaria.com/datasets/dtc/ and we will also make the baseline evaluations open-source.
3D Gaussian Splatting shows great potential in reconstructing photo-realistic 3D scenes. However, these methods typically bake illumination into their representations, limiting their use for physically-based rendering and scene editing. Although recent inverse rendering approaches aim to decompose scenes into material and lighting components, they often rely on simplifying assumptions that fail when editing. We present a novel approach that enables efficient global illumination for 3D Gaussians Splatting through screen-space ray tracing. Our key insight is that a substantial amount of indirect light can be traced back to surfaces visible within the current view frustum. Leveraging this observation, we augment the direct shading computed by 3D Gaussians with Monte-Carlo screen-space ray-tracing to capture one-bounce indirect illumination. In this way, our method enables realistic global illumination without sacrificing the computational efficiency and editability benefits of 3D Gaussians. Through experiments, we show that the screen-space approximation we utilize allows for indirect illumination and supports real-time rendering and editing. Code, data, and models will be made available at our project page: https://wuzirui.github.io/gs-ssr.
Learning physics simulations from video data requires maintaining spatial and temporal consistency, a challenge often addressed with strong inductive biases or ground-truth 3D information -- limiting scalability and generalization. We introduce 3DGSim, a 3D physics simulator that learns object dynamics end-to-end from multi-view RGB videos. It encodes images into a 3D Gaussian particle representation, propagates dynamics via a transformer, and renders frames using 3D Gaussian splatting. By jointly training inverse rendering with a dynamics transformer using a temporal encoding and merging layer, 3DGSimembeds physical properties into point-wise latent vectors without enforcing explicit connectivity constraints. This enables the model to capture diverse physical behaviors, from rigid to elastic and cloth-like interactions, along with realistic lighting effects that also generalize to unseen multi-body interactions and novel scene edits.
Problems in differentiable rendering often involve optimizing scene parameters that cause motion in image space. The gradients for such parameters tend to be sparse, leading to poor convergence. While existing methods address this sparsity through proxy gradients such as topological derivatives or lagrangian derivatives, they make simplifying assumptions about rendering. Multi-resolution image pyramids offer an alternative approach but prove unreliable in practice. We introduce a method that uses locally orderless images, where each pixel maps to a histogram of intensities that preserves local variations in appearance. Using an inverse rendering objective that minimizes histogram distance, our method extends support for sparsely defined image gradients and recovers optimal parameters. We validate our method on various inverse problems using both synthetic and real data.
Inverse rendering aims to recover scene geometry, material properties, and lighting from multi-view images. Given the complexity of light-surface interactions, importance sampling is essential for the evaluation of the rendering equation, as it reduces variance and enhances the efficiency of Monte Carlo sampling. Existing inverse rendering methods typically use pre-defined non-learnable importance samplers in prior manually, struggling to effectively match the spatially and directionally varied integrand and resulting in high variance and suboptimal performance. To address this limitation, we propose the concept of learning a spatially and directionally aware importance sampler for the rendering equation to accurately and flexibly capture the unconstrained complexity of a typical scene. We further formulate TensoFlow, a generic approach for sampler learning in inverse rendering, enabling to closely match the integrand of the rendering equation spatially and directionally. Concretely, our sampler is parameterized by normalizing flows, allowing both directional sampling of incident light and probability density function (PDF) inference. To capture the characteristics of the sampler spatially, we learn a tensorial representation of the scene space, which imposes spatial conditions, together with reflected direction, leading to spatially and directionally aware sampling distributions. Our model can be optimized by minimizing the difference between the integrand and our normalizing flow. Extensive experiments validate the superiority of TensoFlow over prior alternatives on both synthetic and real-world benchmarks.
Differentiable rendering enables efficient optimization by allowing gradients to be computed through the rendering process, facilitating 3D reconstruction, inverse rendering and neural scene representation learning. To ensure differentiability, existing solutions approximate or re-formulate traditional rendering operations using smooth, probabilistic proxies such as volumes or Gaussian primitives. Consequently, they struggle to preserve sharp edges due to the lack of explicit boundary definitions. We present a novel hybrid representation, B\'ezier Gaussian Triangle (BG-Triangle), that combines B\'ezier triangle-based vector graphics primitives with Gaussian-based probabilistic models, to maintain accurate shape modeling while conducting resolution-independent differentiable rendering. We present a robust and effective discontinuity-aware rendering technique to reduce uncertainties at object boundaries. We also employ an adaptive densification and pruning scheme for efficient training while reliably handling level-of-detail (LoD) variations. Experiments show that BG-Triangle achieves comparable rendering quality as 3DGS but with superior boundary preservation. More importantly, BG-Triangle uses a much smaller number of primitives than its alternatives, showcasing the benefits of vectorized graphics primitives and the potential to bridge the gap between classic and emerging representations.
Finding a balance between artistic beauty and machine-generated imagery is always a difficult task. This project seeks to create 3D models that, when illuminated, cast shadows resembling Kanji characters. It aims to combine artistic expression with computational techniques, providing an accurate and efficient approach to visualizing these Japanese characters through shadows.
We propose a diffusion-based inverse rendering framework that decomposes a single RGB image into geometry, material, and lighting. Inverse rendering is inherently ill-posed, making it difficult to predict a single accurate solution. To address this challenge, recent generative model-based methods aim to present a range of possible solutions. However, finding a single accurate solution and generating diverse solutions can be conflicting. In this paper, we propose a channel-wise noise scheduling approach that allows a single diffusion model architecture to achieve two conflicting objectives. The resulting two diffusion models, trained with different channel-wise noise schedules, can predict a single highly accurate solution and present multiple possible solutions. The experimental results demonstrate the superiority of our two models in terms of both diversity and accuracy, which translates to enhanced performance in downstream applications such as object insertion and material editing.
We present GroomLight, a novel method for relightable hair appearance modeling from multi-view images. Existing hair capture methods struggle to balance photorealistic rendering with relighting capabilities. Analytical material models, while physically grounded, often fail to fully capture appearance details. Conversely, neural rendering approaches excel at view synthesis but generalize poorly to novel lighting conditions. GroomLight addresses this challenge by combining the strengths of both paradigms. It employs an extended hair BSDF model to capture primary light transport and a light-aware residual model to reconstruct the remaining details. We further propose a hybrid inverse rendering pipeline to optimize both components, enabling high-fidelity relighting, view synthesis, and material editing. Extensive evaluations on real-world hair data demonstrate state-of-the-art performance of our method.
Traditional production workflow of high-precision 3D mesh assets necessitates a cumbersome and laborious process of manual sculpting by specialized modelers. The recent years have witnessed remarkable advances in AI-empowered 3D content creation. However, although the latest state-of-the-arts are already capable of generating plausible structures and intricate appearances from images or text prompts, the actual mesh surfaces are typically over-smoothing and lack geometric details. This paper introduces SuperCarver, a 3D geometry super-resolution framework particularly tailored for adding texture-consistent surface details to given coarse meshes. Technically, we start by rendering the original textured mesh into the image domain from multiple viewpoints. To achieve geometric detail generation, we develop a deterministic prior-guided normal diffusion model fine-tuned on a carefully curated dataset of paired low-poly and high-poly normal renderings. To optimize mesh structures from potentially imperfect normal map predictions, we design a simple yet effective noise-resistant inverse rendering scheme based on distance field deformation. Extensive experiments show that SuperCarver generates realistic and expressive surface details as depicted by specific texture appearances, making it a powerful tool for automatically upgrading massive outdated low-quality assets and shortening the iteration cycle of high-quality mesh production in practical applications.
We present Vid2Avatar-Pro, a method to create photorealistic and animatable 3D human avatars from monocular in-the-wild videos. Building a high-quality avatar that supports animation with diverse poses from a monocular video is challenging because the observation of pose diversity and view points is inherently limited. The lack of pose variations typically leads to poor generalization to novel poses, and avatars can easily overfit to limited input view points, producing artifacts and distortions from other views. In this work, we address these limitations by leveraging a universal prior model (UPM) learned from a large corpus of multi-view clothed human performance capture data. We build our representation on top of expressive 3D Gaussians with canonical front and back maps shared across identities. Once the UPM is learned to accurately reproduce the large-scale multi-view human images, we fine-tune the model with an in-the-wild video via inverse rendering to obtain a personalized photorealistic human avatar that can be faithfully animated to novel human motions and rendered from novel views. The experiments show that our approach based on the learned universal prior sets a new state-of-the-art in monocular avatar reconstruction by substantially outperforming existing approaches relying only on heuristic regularization or a shape prior of minimally clothed bodies (e.g., SMPL) on publicly available datasets.
The reconstruction of 3D objects from calibrated photographs represents a fundamental yet intricate challenge in the domains of computer graphics and vision. Although neural reconstruction approaches based on Neural Radiance Fields (NeRF) have shown remarkable capabilities, their processing costs remain substantial. Recently, the advent of 3D Gaussian Splatting (3D-GS) largely improves the training efficiency and facilitates to generate realistic rendering in real-time. However, due to the limited ability of Spherical Harmonics (SH) to represent high-frequency information, 3D-GS falls short in reconstructing glossy objects. Researchers have turned to enhance the specular expressiveness of 3D-GS through inverse rendering. Yet these methods often struggle to maintain the training and rendering efficiency, undermining the benefits of Gaussian Splatting techniques. In this paper, we introduce GlossGau, an efficient inverse rendering framework that reconstructs scenes with glossy surfaces while maintaining training and rendering speeds comparable to vanilla 3D-GS. Specifically, we explicitly model the surface normals, Bidirectional Reflectance Distribution Function (BRDF) parameters, as well as incident lights and use Anisotropic Spherical Gaussian (ASG) to approximate the per-Gaussian Normal Distribution Function under the microfacet model. We utilize 2D Gaussian Splatting (2D-GS) as foundational primitives and apply regularization to significantly alleviate the normal estimation challenge encountered in related works. Experiments demonstrate that GlossGau achieves competitive or superior reconstruction on datasets with glossy surfaces. Compared with previous GS-based works that address the specular surface, our optimization time is considerably less.