Shape, Light, and Material Decomposition from Images using Monte Carlo Rendering and Denoising
Jon Hasselgren, Nikolai Hofmann, Jacob Munkberg
TL;DR
This work tackles the challenge of jointly reconstructing shape, materials, and environment lighting from multi-view images under a physically-based shading model. It introduces a differentiable Monte Carlo renderer with ray tracing, integrated with multiple importance sampling and differentiable denoising to manage Monte Carlo noise and enable gradient-based optimization. The system reconstructs explicit triangle meshes, spatially varying BRDFs, and HDR light probes, achieving substantially better material and light separation and enabling relighting and editing, as demonstrated on synthetic and real datasets with ablations confirming the value of variance reduction techniques. While providing practical performance improvements, it remains limited to direct illumination and single-scattering regimes, with future work aimed at incorporating multi-bounce global illumination and more robust regularization.
Abstract
Recent advances in differentiable rendering have enabled high-quality reconstruction of 3D scenes from multi-view images. Most methods rely on simple rendering algorithms: pre-filtered direct lighting or learned representations of irradiance. We show that a more realistic shading model, incorporating ray tracing and Monte Carlo integration, substantially improves decomposition into shape, materials & lighting. Unfortunately, Monte Carlo integration provides estimates with significant noise, even at large sample counts, which makes gradient-based inverse rendering very challenging. To address this, we incorporate multiple importance sampling and denoising in a novel inverse rendering pipeline. This substantially improves convergence and enables gradient-based optimization at low sample counts. We present an efficient method to jointly reconstruct geometry (explicit triangle meshes), materials, and lighting, which substantially improves material and light separation compared to previous work. We argue that denoising can become an integral part of high quality inverse rendering pipelines.
