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Eclipse: Disambiguating Illumination and Materials using Unintended Shadows
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Jointly recovers spatially-varying materials, environment illumination, and unseen occluder shapes from multi-view images by exploiting unintended shadows from the photographer, using differentiable Monte Carlo ray tracing.
Problem
Recovering object materials and surrounding illumination from images is ill-posed and ill-conditioned, especially for diffuse objects, since diffuse BRDFs low-pass filter lighting and diffuse-under-sharp-light looks like shiny-under-blurry-light.
Approach
Treat unintended shadows cast by unobserved moving occluders (e.g., the camera operator) as a signal: model each occluder as a spherical-harmonic binary-like mask per view and jointly optimize it with BRDF (MLP), pyramid environment map, via differentiable Monte Carlo ray tracing.
Key results
- Including unintended occluders reduces illumination relative MSE versus no-occluder baseline across illumination frequencies, roughnesses, and mask sizes (Figure 9).
- On synthetic diffuse scenes, full model achieves RMSE 0.038 (chair), 0.035 (mannequin), 0.011 (potatoes), 0.046 (toad) versus 0.831/0.654/0.997/0.943 for direct spherical harmonics occluder parameterization (Table 1).
- Recovers plausible illumination and albedo on real Stanford-ORB salt004 scene despite not being designed for the task (RMSE 0.087 vs 0.035 for pictured case).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| model unintended occluders (ablation) | Eclipse inverse rendering · Stanford-ORB salt004 | albedo PSNR: 14.4 dB -> 19.3 dB | Helped |
| model unintended occluders (ablation) | Eclipse inverse rendering · Stanford-ORB salt004 | illumination RMSE: 0.087 -> 0.035 | Helped |
| use spherical harmonics for occluder masks instead of directly optimizing mask values (ablation) | Eclipse · chair, mannequin, potatoes, toad | RMSE: 0.831 -> 0.038; 0.654 -> 0.035; 0.997 -> 0.011; 0.943 -> 0.046 | Helped |
| use an image-pyramid environment map instead of directly optimizing environment-map values (ablation) | Eclipse · chair, mannequin, potatoes, toad | RMSE: 0.042 -> 0.038; 0.071 -> 0.035; 0.015 -> 0.011; 0.073 -> 0.046 | Mixed |
| include unintended moving-occluder shadows | Eclipse illumination recovery · varying illumination frequency content, material roughness, and mask sizes | relative MSE | Helped |
| increase unseen occluder size | Eclipse illumination recovery · varying mask sizes | relative MSE | Helped |
| use object self-occlusions without external occluders (ablation) | Eclipse illumination recovery · diffuse objects | relative MSE | Hurt |
Surprising findings
- Larger occluders that block more light improve illumination recovery quality.
- Plausible illumination and albedo can be recovered even when object geometry is unknown, using NeRF-estimated proxy geometry.
Limitations
- Neglects global illumination and lower-order effects for efficiency.
- Recovered occluder masks are less accurate in dark illumination regions.
- Real-data results are imperfect and the method was not designed for the Stanford-ORB capture setup.
Experimental setup
Datasets: Stanford-ORB synthetic rendered diffuse and shiny objects
Benchmarks: Stanford-ORB salt004 scene synthetic diffuse objects (chair, mannequin, potatoes, toad)
Metrics: RMSE PSNR relative MSE
Baselines: Swedish et al. (no occluders) Direct spherical harmonics occluder parameterization Direct environment map parameterization
Builds on: Swedish et al. (shadow-based lighting estimation) Park et al. (RGBD environment map recovery) Verbin et al. (orientation loss NeRF) NeRF GGX microfacet model
Closest papers by meaning
- Factored-NeuS: Reconstructing Surfaces, Illumination, and Materials of Possibly Glossy Objects (CVPR 2025 · similarity 0.90)
- Inverse Rendering of Glossy Objects via the Neural Plenoptic Function and Radiance Fields (CVPR 2024 · similarity 0.89)
- Multi-times Monte Carlo Rendering for Inter-reflection Reconstruction (NeurIPS 2024 · similarity 0.89)
- Generative Multiview Relighting for 3D Reconstruction under Extreme Illumination Variation (CVPR 2025 · similarity 0.89)
- Material Palette: Extraction of Materials from a Single Image (CVPR 2024 · similarity 0.89)
- MaterialRefGS: Reflective Gaussian Splatting with Multi-view Consistent Material Inference (NeurIPS 2025 · similarity 0.88)
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