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Inverse Rendering of Glossy Objects via the Neural Plenoptic Function and Radiance Fields
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Proposes a Neural Plenoptic Function (NeP) built from NeRF fields and ray tracing, plus material-aware cone sampling with pre-filtered environment radiance fields, for two-stage inverse rendering of glossy objects from multi-view images.
Problem
Existing NeRF-based inverse rendering methods model illumination as a 2D environment map assuming infinite lights, so they fail to capture local light interactions from nearby objects and reconstruct glossy objects poorly.
Approach
A 5D neural plenoptic function represents global illumination by recursively ray tracing the object mesh and querying a pre-filtered Mip-NeRF environment field; material-aware cone sampling derives cone angles from predicted roughness so BRDF-lobe integration needs only a few cones (8 diffuse, 4 specular), plus a dynamic weighting loss that down-weights uncertain reflective regions during geometry
Key results
- Average Chamfer Distance on five synthetic scenes of 0.00164 for the proposed method versus 0.00322 for NeRO and 0.05523 for Nerfacto.
- Material MSE on synthetic scenes averages roughness 0.003, metallic 0.020, albedo 0.036 versus NeRO's 0.007, 0.051, 0.039.
- Material-aware cone sampling achieves competitive results with 8 diffuse and 4 specular cones versus about 256 diffuse and 128 specular rays for GGX importance sampling.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use the proposed method instead of NeRO for geometry reconstruction | Ours · Synthetic objects (Bunny, Box, Beethoven, Suzanne, Nefertiti) | Chamfer Distance: Bunny: 0.00153 -> 0.00147; Box: 0.00412 -> 0.00135; Beethoven: 0.00197 -> 0.00146; Suzanne: 0.00264 -> 0.00227; Nefertit | Helped |
| Use the proposed method instead of NeRO for material estimation | Ours · Synthetic objects | Roughness, metallic, and albedo MSE: Bunny: 0.002 / 0.022 / 0.044 -> 0.002 / 0.016 / 0.022; Box: 0.003 / 0.068 / 0.056 -> 0.001 / 0.019 / 0.067; Beethoven: 0 | Mixed |
| Add dynamic weighting to the decoupled-color loss (ablation) | Ours fields learning stage · Glossy-object geometry reconstruction | Surface smoothness | Helped |
| Add the environmental field instead of predicting environmental lighting with an MLP (ablation) | Ours material learning stage · Glossy-object material estimation | Material fidelity | Helped |
| Add material-aware cone sampling instead of using a fixed number of rays (ablation) | Ours material learning stage · Glossy-object material estimation | Material fidelity | Helped |
Limitations
- Material learning depends heavily on the geometry quality from the first stage.
- Decomposition between lighting, geometry, and material is not fully unambiguous; geometry color can leak into albedo.
- Geometry-dependent material ambiguity remains even with explicit lighting representation.
Experimental setup
Datasets: proposed real-world glossy object dataset proposed synthetic glossy object dataset
Benchmarks: proposed synthetic glossy dataset proposed real-world glossy dataset
Metrics: Chamfer Distance MSE
Baselines: Nerfacto NeuS NeRO
Builds on: NeRF Mip-NeRF NeuS NeRO Ref-NeuS
Closest papers by meaning
- PBR-NeRF: Inverse Rendering with Physics-Based Neural Fields (CVPR 2025 · similarity 0.91)
- Factored-NeuS: Reconstructing Surfaces, Illumination, and Materials of Possibly Glossy Objects (CVPR 2025 · similarity 0.91)
- NeISF: Neural Incident Stokes Field for Geometry and Material Estimation (CVPR 2024 · similarity 0.90)
- A General Implicit Framework for Fast NeRF Composition and Rendering (AAAI 2024 · similarity 0.89)
- A Pre-convolved Representation for Plug-and-Play Neural Illumination Fields (AAAI 2024 · similarity 0.89)
- Eclipse: Disambiguating Illumination and Materials using Unintended Shadows (CVPR 2024 · similarity 0.89)
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