RRM: Relightable assets using Radiance guided Material extraction
Diego Gomez, Julien Philip, Adrien Kaiser, Élie Michel
TL;DR
RRM tackles relighting of NeRF-like scenes under arbitrary lighting by learning four interdependent components: a density field for geometry, a physically-inspired radiance field, a material field, and a Laplacian-Pyramid–based environment lighting. A radiance module splits radiance into view-dependent $c_d$ and view-independent $c_i$ terms and uses directional encoding with $\omega_r$ and IDE to improve normals for glossy materials. A MIS-based PBR pathway renders novel views by integrating diffuse and specular terms from learned $\gamma_x$, $F_{0,x}$, $\rho_x$, and $\kappa$, with environment lighting captured by the Laplacian Pyramid. Experiments demonstrate improved normal reconstruction and competitive relighting against NMF and TensoIR on synthetic datasets, with ablations confirming the impact of radiance decomposition, $\kappa \rightarrow \rho$ mapping, and PoL lighting, underscoring the practical potential of end-to-end radiance-guided inverse rendering for glossies and complex geometries.
Abstract
Synthesizing NeRFs under arbitrary lighting has become a seminal problem in the last few years. Recent efforts tackle the problem via the extraction of physically-based parameters that can then be rendered under arbitrary lighting, but they are limited in the range of scenes they can handle, usually mishandling glossy scenes. We propose RRM, a method that can extract the materials, geometry, and environment lighting of a scene even in the presence of highly reflective objects. Our method consists of a physically-aware radiance field representation that informs physically-based parameters, and an expressive environment light structure based on a Laplacian Pyramid. We demonstrate that our contributions outperform the state-of-the-art on parameter retrieval tasks, leading to high-fidelity relighting and novel view synthesis on surfacic scenes.
