Deep Inverse Shading: Consistent Albedo and Surface Detail Recovery via Generative Refinement
Jiacheng Wu, Ruiqi Zhang, Jie Chen
TL;DR
DIS presents a mesh-based framework for relightable avatar reconstruction that integrates generative priors through a normal conversion module and a de-shading module within a differentiable PBR loop, enabling joint optimization of geometry and appearance from sparse views. By projecting 2D normal predictions into 3D surface offsets on a SMPL-based mesh via differentiable rasterization, DIS achieves fine surface detail without large vertex counts and improves material disentanglement with inverse shading priors. Empirical results show state-of-the-art relighting quality, lower memory usage, and higher rendering speed compared to both volumetric and existing surface-based baselines. The approach advances practical, scalable relightable avatar synthesis with improved geometry fidelity and physically plausible appearance.
Abstract
Reconstructing human avatars using generative priors is essential for achieving versatile and realistic avatar models. Traditional approaches often rely on volumetric representations guided by generative models, but these methods require extensive volumetric rendering queries, leading to slow training. Alternatively, surface-based representations offer faster optimization through differentiable rasterization, yet they are typically limited by vertex count, restricting mesh resolution and scalability when combined with generative priors. Moreover, integrating generative priors into physically based human avatar modeling remains largely unexplored. To address these challenges, we introduce DIS (Deep Inverse Shading), a unified framework for high-fidelity, relightable avatar reconstruction that incorporates generative priors into a coherent surface representation. DIS centers on a mesh-based model that serves as the target for optimizing both surface and material details. The framework fuses multi-view 2D generative surface normal predictions, rich in detail but often inconsistent, into the central mesh using a normal conversion module. This module converts generative normal outputs into per-triangle surface offsets via differentiable rasterization, enabling the capture of fine geometric details beyond sparse vertex limitations. Additionally, DIS integrates a de-shading module to recover accurate material properties. This module refines albedo predictions by removing baked-in shading and back-propagates reconstruction errors to optimize the geometry. Through joint optimization of geometry and material appearance, DIS achieves physically consistent, high-quality reconstructions suitable for accurate relighting. Our experiments show that DIS delivers SOTA relighting quality, enhanced rendering efficiency, lower memory consumption, and detailed surface reconstruction.
