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Diffusion Renderer: Neural Inverse and Forward Rendering with Video Diffusion Models
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Repurposes Stable Video Diffusion as a joint neural inverse renderer (G-buffer estimation from video) and forward renderer (photorealistic video from G-buffers and HDR lighting), trained on synthetic data plus auto-labeled real videos.
Problem
Classic physically-based rendering and inverse rendering need precise geometry, materials and lighting that are hard to obtain for real-world videos, and prior neural methods are image-only, data-hungry, or weak on real-world forward rendering.
Approach
Fine-tune a video diffusion model as an inverse renderer on synthetic data, use it to auto-label real videos with G-buffers, then co-train a forward renderer on synthetic and auto-labeled real data with a real-data LoRA and a multi-level environment-map encoder injected via cross-attention.
Key results
- Forward rendering on SyntheticScenes: PSNR 26.0 / LPIPS 0.201, versus 24.8 for SSRT and 18.5 for RGB↔X.
- Relighting on SyntheticObjects: PSNR 27.50 / LPIPS 0.067, versus 26.39 for Neural Gaffer and 23.79 for DiLightNet.
- Inverse rendering on SyntheticScenes: albedo si-PSNR 26.7 and normals angular error 5.97°, versus RGB↔X at 19.6 and 23.80°.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use a video model instead of per-frame image inference (ablation) | Diffusion Renderer forward rendering · SyntheticObjects and SyntheticScenes | PSNR, SSIM, and LPIPS: 27.4 -> 28.3 PSNR; 25.4 -> 26.0 PSNR | Helped |
| use a dedicated environment map encoder instead of concatenating encoded environment maps to image channels (ablation) | Diffusion Renderer forward rendering · SyntheticObjects and SyntheticScenes | PSNR, SSIM, and LPIPS: 27.8 -> 28.3 PSNR; 25.3 -> 26.0 PSNR | Helped |
| add split-sum shading buffers as conditioning (ablation) | Diffusion Renderer forward rendering · SyntheticObjects and SyntheticScenes | PSNR, SSIM, and LPIPS: + shading cond.: 28.7 PSNR, 0.930 SSIM, 0.056 LPIPS; 25.6 PSNR, 0.761 SSIM, 0.245 LPIPS | No clear effect |
| use video inference instead of image inference (ablation) | Diffusion Renderer inverse rendering · SyntheticScenes | Metallic RMSE: 0.066 to 0.039 | Helped |
| use video inference instead of image inference (ablation) | Diffusion Renderer inverse rendering · SyntheticScenes | Roughness RMSE: 0.098 to 0.078 | Helped |
| fine-tune as a 1-step deterministic model instead of multi-step stochastic inference (ablation) | Diffusion Renderer inverse rendering · SyntheticScenes and InteriorVerse | PSNR and LPIPS: PSNR: 25.0 -> 26.0; LPIPS: 0.205 -> 0.219 | Mixed |
| train on synthetic and real-world data instead of synthetic data alone (ablation) | Diffusion Renderer relighting · Real-world scenes | visual quality | Helped |
| add LoRA during training with real-world data (ablation) | Diffusion Renderer relighting · Real-world scenes | visual quality | Helped |
Surprising findings
- One-step deterministic fine-tuning gave higher PSNR than the multi-step stochastic inverse renderer, though it had worse LPIPS due to blurrier outputs.
- Synthetic-only training of the forward renderer struggled with real-world structures such as trees, so real auto-labeled data was needed.
Limitations
- Based on Stable Video Diffusion, which is offline and slow at inference.
- Editing may introduce slight color or texture variations relative to the original content.
- Real-world auto-labeling depends on an off-the-shelf lighting estimator (DiffusionLight) that may be inaccurate.
Experimental setup
Datasets: Objaverse LVIS PolyHaven DL3DV10k InteriorVerse HyperSim
Benchmarks: SyntheticScenes SyntheticObjects InteriorVerse
Metrics: PSNR SSIM LPIPS si-PSNR si-LPIPS RMSE mean angular error
Baselines: SSRT SplitSum RGB↔X DiLightNet Neural Gaffer Kocsis et al. IIW Li et al. Zhu et al.
Builds on: Stable Video Diffusion RGB↔X Neural Gaffer DiffusionLight EDM
Closest papers by meaning
- Uni-Renderer: Unifying Rendering and Inverse Rendering Via Dual Stream Diffusion (CVPR 2025 · similarity 0.93)
- Channel-wise Noise Scheduled Diffusion for Inverse Rendering in Indoor Scenes (CVPR 2025 · similarity 0.90)
- Denoising Diffusion via Image-Based Rendering (ICLR 2024 · similarity 0.89)
- BLURD: Benchmarking and Learning using a Unified Rendering and Diffusion Model (NeurIPS 2024 · similarity 0.89)
- Neural Gaffer: Relighting Any Object via Diffusion (NeurIPS 2024 · similarity 0.89)
- DORSal: Diffusion for Object-centric Representations of Scenes $\textit{et al.}$ (ICLR 2024 · similarity 0.88)
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