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Diffusion Reflectance Map: Single-Image Stochastic Inverse Rendering of Illumination and Reflectance
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Introduces DRMNet, a diffusion-based stochastic inverse rendering method that jointly recovers illumination (as a mirror-sphere reflectance map) and object reflectance from a single image of a known-geometry object.
Problem
Single-image inverse rendering to disentangle illumination and reflectance for an object of known geometry is ill-posed because reflectance low-pass filters illumination, so the frequency spectrum of the illumination is lost.
Approach
Formulates radiometric disentanglement as a stochastic forward process on the geometry-invariant reflectance map (reflectance attenuation plus Gaussian noise) and learns its reverse with a diffusion model (IllNet) that steps reflectance toward a perfect mirror, while RefNet jointly estimates the Disney BSDF parameters; an ObsNet diffusion model completes the sparse observed reflectance map.
Key results
- On the iBRDF synthetic dataset, DRMNet achieves illumination logRMSE 2.62 and reflectance logRMSE 0.66, outperforming iBRDF (1.01) and DPI (2.03) on reflectance.
- On nLMVS-Real, DRMNet reaches illumination logRMSE 1.18 in 14.3 s, comparable to ALP (0.95, 267 s) which requires pre-acquired reflectance, and is far faster than iBRDF (5048 s).
- On nLMVS-Real object replacement, DRMNet achieves the best LPIPS 0.17 and PSNR 23.3 among compared methods.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use DRMNet instead of iBRDF | single-image inverse rendering · iBRDF synthetic | illumination logRMSE: 3.20 -> 2.62 | Helped |
| Use DRMNet instead of iBRDF | single-image inverse rendering · iBRDF synthetic | reflectance logRMSE: 1.01 -> 0.66 | Helped |
| Use DRMNet instead of ALP with pre-acquired reflectance | illumination estimation · nLMVS-Real | illumination logRMSE: 0.95 -> 1.18 | Hurt |
| Use DRMNet instead of ALP with pre-acquired reflectance | illumination estimation · nLMVS-Real | estimation time (secs): 267 -> 14.3 | Helped |
| Use DRMNet instead of iBRDF | illumination estimation · DeLight-Net | illumination logRMSE: 0.864 -> 0.694 | Helped |
| Use DRMNet instead of iBRDF | relighting · DeLight-Net | relighting logRMSE: 1.027 -> 0.414 | Helped |
| Use DRMNet instead of iBRDF | relighting · nLMVS-Real | relighting logRMSE: 1.69 -> 1.68 | No clear effect |
| Use DRMNet instead of iBRDF | object replacement · nLMVS-Real | object replacement logRMSE: 0.58 -> 0.35 | Helped |
Surprising findings
- The concurrent diffusion-prior method DPI produces illumination estimates that deviate significantly from ground truth on the iBRDF dataset.
Limitations
- Assumes homogeneous reflectance; spatially varying BRDFs are left to future work.
- Reflectance is modeled with a partial Disney BSDF parameterization (diffuse, specular, roughness, metallic), and on DeLight-Net it does not beat all metrics.
- Requires known object geometry (surface normals).
Experimental setup
Datasets: Laval Indoor Dataset Poly Haven HDRIs iBRDF synthetic dataset nLMVS-Real dataset DeLight-Net dataset
Benchmarks: iBRDF synthetic dataset nLMVS-Real dataset DeLight-Net dataset
Metrics: logRMSE PSNR SSIM LPIPS DSSIM relighting error object replacement error estimation time
Baselines: LIME iBRDF DPI ALP DeLight-Net (Georgoulis et al.)
Builds on: denoising diffusion probabilistic models Disney principled BSDF heat dissipation diffusion (Rissanen et al.) iBRDF ALP
Closest papers by meaning
- Diffusion Renderer: Neural Inverse and Forward Rendering with Video Diffusion Models (CVPR 2025 · similarity 0.88)
- Factored-NeuS: Reconstructing Surfaces, Illumination, and Materials of Possibly Glossy Objects (CVPR 2025 · similarity 0.87)
- Channel-wise Noise Scheduled Diffusion for Inverse Rendering in Indoor Scenes (CVPR 2025 · similarity 0.87)
- S^3-Face: SSS-Compliant Facial Reflectance Estimation via Diffusion Priors (CVPR 2025 · similarity 0.87)
- Uni-Renderer: Unifying Rendering and Inverse Rendering Via Dual Stream Diffusion (CVPR 2025 · similarity 0.87)
- DiffusionLight: Light Probes for Free by Painting a Chrome Ball (CVPR 2024 · similarity 0.87)
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