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Inverse Rendering using Multi-Bounce Path Tracing and Reservoir Sampling
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Proposes MIRReS, a two-stage mesh-based inverse rendering framework that refines an explicit triangle mesh with physically-based multi-bounce path tracing and reservoir-sampled direct lighting to decompose geometry, materials, and lighting from multi-view images.
Problem
Inverse rendering of geometry, materials and lighting from multi-view images is ill-posed; implicit fields lack physical constraints for indirect lighting, and prior mesh-based methods are unstable and noisy under Monte Carlo path tracing.
Approach
Initialize with a NeRF/NeuS2 coarse mesh, then refine per-vertex offsets on a fixed-topology mesh and jointly optimize PBR materials and HDR environment light with three-bounce path tracing for indirect light and RIS/reservoir sampling (spatial and temporal reuse) for direct light.
Key results
- On the TensoIR dataset, MIRReS reports relighting PSNR 32.363 vs. 28.580 for TensoIR (second best), and albedo PSNR 32.348.
- On the OWL dataset, relighting PSNR 28.827 vs. 26.382 for TensoIR.
- Ablation: reservoir sampling plus multi-bounce raise relighting PSNR from 28.992 (neither) to 33.788 (both).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add reservoir sampling without multi-bounce ray tracing (ablation) | MIRReS · TensoIR dataset | Albedo PSNR: 31.950 -> 32.529 | Helped |
| add reservoir sampling without multi-bounce ray tracing (ablation) | MIRReS · TensoIR dataset | Relighting PSNR: 28.992 -> 31.239 | Helped |
| add multi-bounce ray tracing without reservoir sampling (ablation) | MIRReS · TensoIR dataset | Albedo PSNR: 31.950 -> 33.752 | Helped |
| add multi-bounce ray tracing without reservoir sampling (ablation) | MIRReS · TensoIR dataset | Relighting PSNR: 28.992 -> 31.694 | Helped |
| add reservoir sampling to multi-bounce ray tracing (ablation) | MIRReS · TensoIR dataset | Albedo PSNR: 33.752 -> 34.348 | Helped |
| add reservoir sampling to multi-bounce ray tracing (ablation) | MIRReS · TensoIR dataset | Relighting PSNR: 31.694 -> 33.788 | Helped |
| add multi-bounce ray tracing to reservoir sampling (ablation) | MIRReS · TensoIR dataset | Albedo PSNR: 32.529 -> 34.348 | Helped |
| add multi-bounce ray tracing to reservoir sampling (ablation) | MIRReS · TensoIR dataset | Relighting PSNR: 31.239 -> 33.788 | Helped |
| use MIRReS instead of the strongest reported baseline | Inverse rendering method · TensoIR dataset | Albedo PSNR: 30.286 -> 32.348 | Helped |
| use MIRReS instead of the strongest reported baseline | Inverse rendering method · OWL (4 selected scenes) | Relighting PSNR: 26.382 -> 28.827 | Helped |
| use more than 32 SPP (ablation) | MIRReS · Hotdog scene | Novel view synthesis PSNR | No clear effect |
| use surface rendering alone, without neural radiance field rendering (ablation) | MIRReS · Geometry refinement and material reconstruction | geometry accuracy | Hurt |
Surprising findings
- Path tracing without indirect illumination ('PT') can have higher novel-view PSNR than with indirect illumination at low SPP, because indirect illumination at low sample counts misses specular reflections, which the authors explain as a noise effect.
Limitations
- Final geometry quality depends on the stage-1 coarse mesh from NeuS2, which has noticeable errors in specular or fine-detail regions.
- Gradients of non-primary rays are not propagated (indirect rays are detached) due to GPU memory limits.
Experimental setup
Datasets: TensoIR synthetic dataset Objects-with-Lighting (OWL) dataset
Benchmarks: TensoIR synthetic dataset Objects-with-Lighting dataset
Metrics: CD normal MAE PSNR SSIM LPIPS
Baselines: TensoIR GS-IR NVdiffrec-MC NeRFactor NeILF++
Builds on: NeRF2Mesh NVdiffrec-MC ReSTIR Instant-NGP NeuS2
Closest papers by meaning
- Multi-times Monte Carlo Rendering for Inter-reflection Reconstruction (NeurIPS 2024 · similarity 0.91)
- GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering (ICLR 2025 · similarity 0.90)
- SVG-IR: Spatially-Varying Gaussian Splatting for Inverse Rendering (CVPR 2025 · similarity 0.88)
- Inverse Rendering of Glossy Objects via the Neural Plenoptic Function and Radiance Fields (CVPR 2024 · similarity 0.88)
- Eclipse: Disambiguating Illumination and Materials using Unintended Shadows (CVPR 2024 · similarity 0.88)
- Differentiable Point-based Inverse Rendering (CVPR 2024 · similarity 0.88)
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