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Differentiable Inverse Rendering with Interpretable Basis BRDFs
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Proposes a differentiable inverse rendering method that jointly optimizes 2D Gaussians and basis BRDFs with adaptive basis count (merge/removal) and sparsity regularization to obtain interpretable, spatially separated SVBRDFs from multi-view flash photography.
Problem
Existing basis-BRDF inverse rendering methods produce spatially entangled, non-interpretable basis BRDFs with a fixed number of bases, limiting scene editing and generalization across scene complexity.
Approach
Model geometry as 2D Gaussians each blending basis BRDFs, dynamically merge/remove basis BRDFs during optimization, and impose entropy-based sparsity on per-Gaussian and per-pixel weights, plus a specular-weighted rendering loss.
Key results
- Normal reconstruction MAE of 9.81 versus 15.28 (GS3), 15.71 (IRON), and 17.04 (DPIR) on the synthetic dataset.
- Training time of 0.5 h, compared with 1 h (GS3), 2 h (DPIR), and 12 h (IRON).
- Produces interpretable, spatially separated basis BRDFs whose number adapts to scene complexity, enabling reflectance editing and relighting.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use the full method with 2D Gaussians and interpretable basis BRDFs instead of IRON, DPIR, or GS3 | Inverse rendering on the synthetic dataset · Synthetic dataset | normal reconstruction MAE: 15.71 -> 9.81; 17.04 -> 9.81; 15.28 -> 9.81 | Helped |
| Use the full method instead of IRON, DPIR, or GS3 | Inverse rendering on the synthetic dataset · Synthetic dataset | training time: 12h -> 0.5h; 2h -> 0.5h; 1h -> 0.5h | Helped |
| Add sparsity regularization and basis BRDF merge and removal control (ablation) | Ours (Section 3.1) · Synthetic scenes | basis BRDF interpretability | Helped |
| Add specular-weighted rendering loss using the rendered half-way angle map (ablation) | Ours · Synthetic scenes | geometry and reflectance reconstruction quality | Helped |
Surprising findings
- GS3 yields good relighting despite inaccurate normals, because its neural network compensates via residual learning.
Limitations
- Basis BRDF representation assumes opaque objects; non-surface objects not modeled.
- Does not yet incorporate semantic information from large vision models.
Experimental setup
Datasets: synthetic multi-object flash photography scenes (4 scenes, rendered) real-world mobile phone flash capture (1 scene)
Benchmarks: synthetic multi-object flash photography dataset real-world multi-object scene
Metrics: mean angular error (MAE) of normals training time
Baselines: IRON DPIR GS3
Builds on: 2D Gaussian splatting Disney BRDF model basis BRDF representation GS3
Closest papers by meaning
- Differentiable Point-based Inverse Rendering (CVPR 2024 · similarity 0.89)
- SVG-IR: Spatially-Varying Gaussian Splatting for Inverse Rendering (CVPR 2025 · similarity 0.87)
- RobIR: Robust Inverse Rendering for High-Illumination Scenes (NeurIPS 2024 · similarity 0.86)
- PBR-NeRF: Inverse Rendering with Physics-Based Neural Fields (CVPR 2025 · similarity 0.86)
- Factored-NeuS: Reconstructing Surfaces, Illumination, and Materials of Possibly Glossy Objects (CVPR 2025 · similarity 0.85)
- Inverse Rendering using Multi-Bounce Path Tracing and Reservoir Sampling (ICLR 2025 · similarity 0.85)
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