ROGR: Relightable 3D Objects using Generative Relighting
Jiapeng Tang, Matthew Levine, Dor Verbin, Stephan J. Garbin, Matthias Nießner, Ricardo Martin Brualla, Pratul P. Srinivasan, Philipp Henzler
TL;DR
ROGR tackles the challenge of relighting 3D objects by distilling a multi-view generative relighting diffusion into a single, lighting-conditioned NeRF. The method first generates a diverse, view-consistent relit dataset across many environment maps using a multi-view diffusion model, then trains a NeRF-Casting-based model that conditions on both a global environment embedding and a specular cue, enabling fast, forward-rendering under novel illuminations. Key contributions include the dual lighting conditioning scheme, a pipeline that yields consistent multi-view relighting without per-illumination optimization, and strong empirical results on synthetic and real-world benchmarks with interactive speeds. This approach advances immersive object relighting for AR/VR, visual effects, and product visualization by providing realistic, controllable appearance changes under unseen lighting conditions. Potential impact includes enabling more accurate digital insertions and facilitating lighting-aware data augmentation, with acknowledged limitations around complex light-material phenomena and scene-scale extension.
Abstract
We introduce ROGR, a novel approach that reconstructs a relightable 3D model of an object captured from multiple views, driven by a generative relighting model that simulates the effects of placing the object under novel environment illuminations. Our method samples the appearance of the object under multiple lighting environments, creating a dataset that is used to train a lighting-conditioned Neural Radiance Field (NeRF) that outputs the object's appearance under any input environmental lighting. The lighting-conditioned NeRF uses a novel dual-branch architecture to encode the general lighting effects and specularities separately. The optimized lighting-conditioned NeRF enables efficient feed-forward relighting under arbitrary environment maps without requiring per-illumination optimization or light transport simulation. We evaluate our approach on the established TensoIR and Stanford-ORB datasets, where it improves upon the state-of-the-art on most metrics, and showcase our approach on real-world object captures.
