Research map / 3D vision / NeRF and radiance fields
Neural Inverse Rendering from Propagating Light
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Proposes a time-resolved neural radiance cache with physically-based inverse rendering to reconstruct geometry and render propagating light from multi-view flash lidar videos, including direct/indirect decomposition and relighting.
Problem
Inverting multi-viewpoint, time-resolved flash lidar measurements of propagating light while accounting for indirect (multi-bounce) light transport, which prior lidar neural methods ignore or model without physical grounding.
Approach
Extends neural radiance caching to the time domain: a NeRF-based cache stores infinite-bounce time-resolved radiance at any point and direction, split into direct and indirect components with a split-sum approximation, and is optimized inside a physically-based time-resolved renderer with Disney-GGX BRDF.
Key results
- On simulated scenes, the method reaches 30.99 dB PSNR and 8.45 normal MAE, versus 29.00 dB and 22.80 for FWP++.
- On captured scenes, FWP++ slightly outperforms the method on view synthesis (28.45 dB vs 27.39 dB PSNR), while the method reports comparable transient IOU (0.54 vs 0.55).
- The method demonstrates time-resolved relighting and training from CW-ToF or steady-state images, but requires more than one day of optimization on a single GPU.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use a physically based time-resolved radiance cache instead of FWP++'s less constrained model | Ours versus FWP++ · sim | L1 depth: 0.47 -> 0.21 | Helped |
| Use a physically based time-resolved radiance cache instead of FWP++'s less constrained model | Ours versus FWP++ · sim | PSNR (dB): 29.00 -> 30.99 | Helped |
| Use a physically based time-resolved radiance cache instead of FWP++'s less constrained model | Ours versus FWP++ · sim | LPIPS: 0.30 -> 0.31 | Hurt |
| Use a physically based time-resolved radiance cache instead of FWP++'s less constrained model | Ours versus FWP++ · cap | PSNR (dB): 28.45 -> 27.39 | Hurt |
| Use a physically based time-resolved radiance cache instead of FWP++'s less constrained model | Ours versus FWP++ · cap | T-IOU: 0.55 -> 0.54 | Hurt |
Surprising findings
- On captured data, the physically-based method slightly underperforms the less constrained FWP++ baseline on view synthesis, which the authors attribute to calibration sensitivity and model mismatch.
Limitations
- More constrained physical model leads to degraded performance versus baselines on captured data due to model mismatch.
- Training takes more than one day on a single GPU due to physical light transport simulation and large time-resolved vectors.
Experimental setup
Datasets: Mitsuba 2 simulated multi-view transient data (Cornell box, pots, peppers, kitchen) captured multi-view flash lidar data (globe, house, spheres, statue)
Benchmarks: simulated multi-view transient scenes captured flash lidar scenes
Metrics: PSNR SSIM LPIPS MAE L1 depth transient IOU
Baselines: T-NeRF FWP++
Builds on: Flying with Photons T-NeRF Zip-NeRF radiance caching NeRF
Closest papers by meaning
- Inverse Rendering of Glossy Objects via the Neural Plenoptic Function and Radiance Fields (CVPR 2024 · similarity 0.88)
- VMINer: Versatile Multi-view Inverse Rendering with Near- and Far-field Light Sources (CVPR 2024 · similarity 0.88)
- UniRelight: Learning Joint Decomposition and Synthesis for Video Relighting (NeurIPS 2025 · similarity 0.88)
- Diffusion Renderer: Neural Inverse and Forward Rendering with Video Diffusion Models (CVPR 2025 · similarity 0.87)
- IllumiNeRF: 3D Relighting Without Inverse Rendering (NeurIPS 2024 · similarity 0.87)
- RobIR: Robust Inverse Rendering for High-Illumination Scenes (NeurIPS 2024 · similarity 0.87)
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