• Anonymous 3DV Submission


Abstract


Recent works in inverse rendering have shown promise in using multi-view images of an object to recover shape, albedo, and materials. However, the recovered components often fail to render accurately under new lighting conditions due to the intrinsic challenge of disentangling albedo and material properties from input images. To address this challenge, we introduce MaterialFusion, an enhanced conventional 3D inverse rendering pipeline that incorporates a 2D prior on texture and material properties. We present StableMaterial, a 2D diffusion model prior that refines multi-lit data to estimate the most likely albedo and material from given input appearances. This model is trained on albedo, material, and relit image data derived from a curated dataset of approximately ~12K artist-designed synthetic Blender objects called BlenderVault. we incorporate this diffusion prior with an inverse rendering framework where we use score distillation sampling (SDS) to guide the optimization of the albedo and materials, improving relighting performance in comparison with previous work. We validate MaterialFusion's relighting performance on 4 datasets of synthetic and real objects under diverse illumination conditions, showing our diffusion-aided approach significantly improves the appearance of reconstructed objects under novel lighting conditions. We intend to publicly release our BlenderVault dataset and code to support further research in this field.


Intrinsic Decomposition and Rendering Results


* Physically-based rendering denotes rendering using the estimated BRDF and environment illumination
* All albedo and RGB results are scaled for each channel separately to aligned with ground-truth as is done by NeRFactor and nvdiffrecmc, respectively. The scaled factor is computed with the formula used in nvdiffrecmc.

Scene

Result



Relighting Under Unseen Lighting Conditions


Here we have a set of multi-view images captured under a single unknown lighting condition as input.

Scene




Acknowledgements


Code for this website was borrowed from TensoIR.