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MAGE : Single Image to Material-Aware 3D via the Multi-View G-Buffer Estimation Model
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MAGE predicts multi-view G-buffers (XYZ, normal, albedo, roughness, metallic) from a single image using a deterministic single-step network initialized from Zero123++, trained with image-space and physically based lighting response losses on a synthetic Objaverse-derived PBR dataset.
Problem
Single-image 3D reconstruction methods fail to recover physically based material properties (albedo, roughness, metallic) and often bake illumination into textures, limiting relighting in realistic scenarios.
Approach
Borrow the deferred-rendering G-buffer representation to decompose material-aware 3D generation into multi-view G-buffer estimation; convert a multi-view diffusion U-Net into a deterministic single-step predictor and supervise it with image-space losses including a split-sum-rendering-based lighting response loss that enforces physical consistency across G-buffer components.
Key results
- On G-buffer estimation, MAGE reaches albedo PSNR 22.243 and SSIM 0.8946 versus 20.489 and 0.8841 for the best prior baseline (RGB↔X)
- Normal estimation is comparable to GeoWizard (PSNR 28.399 vs 26.917 for IID+GeoWizard pipeline)
- Ablations show removing single-step design, image space loss, or lighting response loss lowers PSNR across all four attributes
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use deterministic single-step inference instead of multi-step denoising (ablation) | MAGE · G-buffers estimation | PSNR: Albedo: 18.620 -> 22.243; Normal: 24.668 -> 28.399; Roughness: 18.552 -> 21.819; Metallic: 16.423 -> 20.278 | Helped |
| add image space losses (ablation) | MAGE · G-buffers estimation | PSNR: Albedo: 17.226 -> 22.243; Normal: 23.458 -> 28.399; Roughness: 18.319 -> 21.819; Metallic: 15.258 -> 20.278 | Helped |
| add lighting response loss (ablation) | MAGE · G-buffers estimation | PSNR: Albedo: 19.353 -> 22.243; Normal: 24.969 -> 28.399; Roughness: 19.019 -> 21.819; Metallic: 18.028 -> 20.278 | Helped |
Limitations
- Relies on synthetic training data with limited distribution
- Cannot handle complex materials such as anisotropic surfaces or subsurface scattering, nor refractive materials
- G-buffers estimated in 2D over only a few sparse viewpoints
Experimental setup
Datasets: Objaverse Freepik AI-generated and real captured test images
Benchmarks: Objaverse-based held-out G-buffer test set real captured and AI-generated wild images
Metrics: PSNR SSIM LPIPS
Baselines: MeshFormer RGB↔X IID GeoWizard multi-step diffusion G-buffer variant
Builds on: Zero123++ deferred rendering G-buffers split-sum image-based rendering single-step diffusion
Closest papers by meaning
- Material Palette: Extraction of Materials from a Single Image (CVPR 2024 · similarity 0.88)
- MaterialRefGS: Reflective Gaussian Splatting with Multi-view Consistent Material Inference (NeurIPS 2025 · similarity 0.87)
- IDArb: Intrinsic Decomposition for Arbitrary Number of Input Views and Illuminations (ICLR 2025 · similarity 0.86)
- One-2-3-45++: Fast Single Image to 3D Objects with Consistent Multi-View Generation and 3D Diffusion (CVPR 2024 · similarity 0.86)
- LIRM: Large Inverse Rendering Model for Progressive Reconstruction of Shape, Materials and View-dependent Radiance Fields (CVPR 2025 · similarity 0.86)
- GTR: Improving Large 3D Reconstruction Models through Geometry and Texture Refinement (ICLR 2025 · similarity 0.86)
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