Research map / 3D vision / Depth and stereo
Factored-NeuS: Reconstructing Surfaces, Illumination, and Materials of Possibly Glossy Objects
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Factored-NeuS is a three-stage implicit inverse-rendering method that jointly uses volume and surface rendering with diffuse/specular decomposition to reconstruct SDF geometry, then materials and lighting, for glossy objects from posed multi-view images.
Problem
Recovering surface geometry, materials (BRDF), and illumination from posed multi-view images of glossy objects, where specular highlights corrupt geometry and diffuse/specular decomposition.
Approach
Jointly optimize volume rendering and surface rendering, splitting radiance into diffuse and normal-conditioned specular components in both, so highlights do not bend geometry; then distill continuous light visibility and indirect illumination from the SDF and add a learnable specular albedo to the Spherical Gaussian BRDF.
Key results
- On SK3D and DTU glossy scenes, Factored-NeuS achieves mean Chamfer distance 1.55 (SK3D) and 0.87 (DTU high-specularity scenes), best among compared methods except Geo-NeuS (PC) on DTU.
- On the IndiSG dataset, mean albedo PSNR of 26.28 and rendering PSNR of 35.41, versus IndiSG's 23.63 and 26.51.
- Ablation on the Hotdog scene shows diffuse albedo PSNR rising from 26.44 (IndiSG) to 30.76 with the full method.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use Factored-NeuS instead of NeuS for glossy surface reconstruction | Factored-NeuS · SK3D glossy scenes (mean) | Chamfer distance: 2.31 -> 1.55 | Helped |
| Use Factored-NeuS instead of NeuS for surface reconstruction | Factored-NeuS · DTU scenes (mean) | Chamfer distance: 0.83 -> 0.76 | Helped |
| Use Factored-NeuS instead of Geo-NeuS with point-cloud supervision | Factored-NeuS · DTU glossy scenes (mean) | Chamfer distance: 0.73 -> 0.87 | Hurt |
| Use Factored-NeuS instead of NVDiffrec | Factored-NeuS · IndiSG dataset (mean) | albedo PSNR: 20.41 -> 26.28 | Helped |
| Use Factored-NeuS instead of NVDiffrec | Factored-NeuS · IndiSG dataset (mean) | rendering PSNR: 29.51 -> 35.41 | Helped |
| Use Factored-NeuS instead of IndiSG | Factored-NeuS · IndiSG dataset (mean) | illumination PSNR: 22.47 -> 21.21 | Hurt |
| Add joint volume and decomposed surface rendering (ablation) | Factored-NeuS stage 1 · SK3D Pot | Chamfer distance: 2.01 -> 1.88 | Helped |
| Add diffuse/specular decomposition to volume rendering (ablation) | Factored-NeuS stage 1 · SK3D Pot | Chamfer distance: 1.91 -> 1.88 | Helped |
| Add indirect illumination (ablation) | Factored-NeuS · IndiSG dataset (mean) | rendering PSNR: 31.51 -> 35.41 | Helped |
| Add specular albedo improvement (ablation) | Factored-NeuS · IndiSG dataset (mean) | illumination PSNR: 23.00 -> 21.21 | Hurt |
| Add specular albedo improvement (ablation) | Factored-NeuS · Hotdog | roughness PSNR: 18.83 -> 23.10 | Helped |
| Add continuous SDF-based light-visibility supervision (ablation) | Factored-NeuS · Hotdog | roughness PSNR: 16.98 -> 17.86 | Helped |
Surprising findings
- Geo-NeuS with extra SfM point cloud supervision beats the method on DTU Chamfer distance, though the method wins on glossy SK3D scenes.
- Specular albedo improvement boosts roughness and rendering quality but lowers illumination reconstruction quality in the ablation.
Limitations
- Decomposing materials for fine structures is noted as an open challenge.
- Geo-NeuS with extra point clouds performs better on DTU, so the method does not dominate all regular scenes without extra data.
Experimental setup
Datasets: SK3D DTU Shiny Glossy IndiSG dataset
Benchmarks: SK3D DTU Shiny Glossy IndiSG dataset
Metrics: Chamfer distance PSNR
Baselines: NeuS Geo-NeuS NeRO PhySG IndiSG NVDiffrec Ref-NeRF Ref-NeuS UniSDF
Builds on: NeuS Geo-NeuS Ref-NeRF IndiSG PhySG NeRFactor
Closest papers by meaning
- Inverse Rendering of Glossy Objects via the Neural Plenoptic Function and Radiance Fields (CVPR 2024 · similarity 0.91)
- Eclipse: Disambiguating Illumination and Materials using Unintended Shadows (CVPR 2024 · similarity 0.90)
- RobIR: Robust Inverse Rendering for High-Illumination Scenes (NeurIPS 2024 · similarity 0.89)
- Generative Multiview Relighting for 3D Reconstruction under Extreme Illumination Variation (CVPR 2025 · similarity 0.89)
- Latent Intrinsics Emerge from Training to Relight (NeurIPS 2024 · similarity 0.89)
- Multi-times Monte Carlo Rendering for Inter-reflection Reconstruction (NeurIPS 2024 · similarity 0.89)
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