Research map / 3D vision / Depth and stereo
Sparse Views Near Light: A Practical Paradigm for Uncalibrated Point-light Photometric Stereo
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Proposes an end-to-end uncalibrated multi-view point-light photometric stereo framework built on VolSDF-style volume rendering, handling ambient light and near LED point lights from sparse viewpoints without training data.
Problem
Multi-view photometric stereo typically needs dark rooms, calibrated or distant directional lights, dense viewpoints, and multi-stage pipelines, which limits practical 3D reconstruction from sparse, wide-baseline views of textureless objects.
Approach
Combines VolSDF volume rendering with a physically based point-light plus ambient-light model, jointly optimizing SDF geometry, uncalibrated light positions and BRDF parameters end-to-end, with ambient subtraction, a robust L1 loss with brightest-view selection against cast shadows, and a closed-form IRLS solution for the diffuse albedo per pixel.
Key results
- On synthetic scans with 6 viewpoints (5 for dog), the method reports lower RMSE and MAE than [56], [10] directional/point-light and PS-NeRF [60]; e.g., dog1 RMSE 0.4 vs 2.1 for [56] and 2.1 for [60], MAE 4.6 vs 18.8 for [60].
- With only two wide-baseline viewpoints, the MLP-free albedo variant still outperforms PS-NeRF visually, avoiding the distortions seen in [60].
- Requires no pre-training or training data, and works with ambient light plus near LED lighting captured with a smartphone.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use uncalibrated point-light photometric stereo instead of the compared reconstruction baselines | Ours · dog1 | RMSE×100: 2.1 -> 0.4 | Helped |
| use uncalibrated point-light photometric stereo instead of the compared reconstruction baselines | Ours · dog2 | RMSE×100: 2.1 -> 0.4 | Helped |
| use uncalibrated point-light photometric stereo instead of the compared reconstruction baselines | Ours · girl1 | RMSE×100: 0.9 -> 0.3 | Helped |
| use uncalibrated point-light photometric stereo instead of the compared reconstruction baselines | Ours · girl2 | RMSE×100: 1.5 -> 0.3 | Helped |
| use optimal diffuse albedo instead of an MLP diffuse-albedo network (ablation) | Ours · two viewpoints, wide baseline | 3D reconstruction quality | Helped |
| use optimal diffuse albedo instead of an MLP diffuse-albedo network (ablation) | Ours · sparse viewpoints | 3D reconstruction quality | Helped |
Surprising findings
- Calibrated PS baseline [10] with point lights performed worse than the directional version on several objects, e.g., girl1 RMSE 2.3 (point) vs 6.1 (directional).
Limitations
- Ablated two-view variant shows artifacts in some regions; wide-baseline two-view results remain imperfect.
- Does not explicitly model indirect lighting or cast shadows; relies on a truncation heuristic for shadows.
- Ambient subtraction doubles noise variance, yielding noisier inputs.
Experimental setup
Datasets: DiLiGenT-MV
Benchmarks: DiLiGenT-MV synthetic dog1/dog2/girl1/girl2 scans real-world bird/squirrel/hawk/rooster/flamingo/pumpkin scans
Metrics: RMSE (x100) vertex-to-mesh distance MAE angular normal error
Baselines: Wu et al. sparse-view neural reconstruction [56] [10] calibrated PS directional [10] calibrated PS point-light PS-NeRF [60] NeuS-style sparse view methods [33, 47, 65]
Builds on: VolSDF PS-NeRF Disney BRDF NeuS
Closest papers by meaning
- Fast Light-Weight Near-Field Photometric Stereo (CVPR 2022 · similarity 0.89)
- Universal Photometric Stereo Network Using Global Lighting Contexts (CVPR 2022 · similarity 0.88)
- TurboSL: Dense Accurate and Fast 3D by Neural Inverse Structured Light (CVPR 2024 · similarity 0.87)
- Generative Multiview Relighting for 3D Reconstruction under Extreme Illumination Variation (CVPR 2025 · similarity 0.86)
- RNb-NeuS: Reflectance and Normal-based Multi-View 3D Reconstruction (CVPR 2024 · similarity 0.86)
- MVCPS-NeuS: Multi-view Constrained Photometric Stereo for Neural Surface Reconstruction (CVPR 2024 · similarity 0.86)
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