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SubscribeVLFM: Vision-Language Frontier Maps for Zero-Shot Semantic Navigation
Understanding how humans leverage semantic knowledge to navigate unfamiliar environments and decide where to explore next is pivotal for developing robots capable of human-like search behaviors. We introduce a zero-shot navigation approach, Vision-Language Frontier Maps (VLFM), which is inspired by human reasoning and designed to navigate towards unseen semantic objects in novel environments. VLFM builds occupancy maps from depth observations to identify frontiers, and leverages RGB observations and a pre-trained vision-language model to generate a language-grounded value map. VLFM then uses this map to identify the most promising frontier to explore for finding an instance of a given target object category. We evaluate VLFM in photo-realistic environments from the Gibson, Habitat-Matterport 3D (HM3D), and Matterport 3D (MP3D) datasets within the Habitat simulator. Remarkably, VLFM achieves state-of-the-art results on all three datasets as measured by success weighted by path length (SPL) for the Object Goal Navigation task. Furthermore, we show that VLFM's zero-shot nature enables it to be readily deployed on real-world robots such as the Boston Dynamics Spot mobile manipulation platform. We deploy VLFM on Spot and demonstrate its capability to efficiently navigate to target objects within an office building in the real world, without any prior knowledge of the environment. The accomplishments of VLFM underscore the promising potential of vision-language models in advancing the field of semantic navigation. Videos of real-world deployment can be viewed at naoki.io/vlfm.
VISITRON: Visual Semantics-Aligned Interactively Trained Object-Navigator
Interactive robots navigating photo-realistic environments need to be trained to effectively leverage and handle the dynamic nature of dialogue in addition to the challenges underlying vision-and-language navigation (VLN). In this paper, we present VISITRON, a multi-modal Transformer-based navigator better suited to the interactive regime inherent to Cooperative Vision-and-Dialog Navigation (CVDN). VISITRON is trained to: i) identify and associate object-level concepts and semantics between the environment and dialogue history, ii) identify when to interact vs. navigate via imitation learning of a binary classification head. We perform extensive pre-training and fine-tuning ablations with VISITRON to gain empirical insights and improve performance on CVDN. VISITRON's ability to identify when to interact leads to a natural generalization of the game-play mode introduced by Roman et al. (arXiv:2005.00728) for enabling the use of such models in different environments. VISITRON is competitive with models on the static CVDN leaderboard and attains state-of-the-art performance on the Success weighted by Path Length (SPL) metric.
Scaling Data Generation in Vision-and-Language Navigation
Recent research in language-guided visual navigation has demonstrated a significant demand for the diversity of traversable environments and the quantity of supervision for training generalizable agents. To tackle the common data scarcity issue in existing vision-and-language navigation datasets, we propose an effective paradigm for generating large-scale data for learning, which applies 1200+ photo-realistic environments from HM3D and Gibson datasets and synthesizes 4.9 million instruction trajectory pairs using fully-accessible resources on the web. Importantly, we investigate the influence of each component in this paradigm on the agent's performance and study how to adequately apply the augmented data to pre-train and fine-tune an agent. Thanks to our large-scale dataset, the performance of an existing agent can be pushed up (+11% absolute with regard to previous SoTA) to a significantly new best of 80% single-run success rate on the R2R test split by simple imitation learning. The long-lasting generalization gap between navigating in seen and unseen environments is also reduced to less than 1% (versus 8% in the previous best method). Moreover, our paradigm also facilitates different models to achieve new state-of-the-art navigation results on CVDN, REVERIE, and R2R in continuous environments.
PRISM-TopoMap: Online Topological Mapping with Place Recognition and Scan Matching
Mapping is one of the crucial tasks enabling autonomous navigation of a mobile robot. Conventional mapping methods output a dense geometric map representation, e.g. an occupancy grid, which is not trivial to keep consistent for prolonged runs covering large environments. Meanwhile, capturing the topological structure of the workspace enables fast path planning, is typically less prone to odometry error accumulation, and does not consume much memory. Following this idea, this paper introduces PRISM-TopoMap -- a topological mapping method that maintains a graph of locally aligned locations not relying on global metric coordinates. The proposed method involves original learnable multimodal place recognition paired with the scan matching pipeline for localization and loop closure in the graph of locations. The latter is updated online, and the robot is localized in a proper node at each time step. We conduct a broad experimental evaluation of the suggested approach in a range of photo-realistic environments and on a real robot, and compare it to state of the art. The results of the empirical evaluation confirm that PRISM-Topomap consistently outperforms competitors computationally-wise, achieves high mapping quality and performs well on a real robot. The code of PRISM-Topomap is open-sourced and is available at: https://github.com/kirillMouraviev/prism-topomap.
Reasoning in visual navigation of end-to-end trained agents: a dynamical systems approach
Progress in Embodied AI has made it possible for end-to-end-trained agents to navigate in photo-realistic environments with high-level reasoning and zero-shot or language-conditioned behavior, but benchmarks are still dominated by simulation. In this work, we focus on the fine-grained behavior of fast-moving real robots and present a large-scale experimental study involving navigation episodes in a real environment with a physical robot, where we analyze the type of reasoning emerging from end-to-end training. In particular, we study the presence of realistic dynamics which the agent learned for open-loop forecasting, and their interplay with sensing. We analyze the way the agent uses latent memory to hold elements of the scene structure and information gathered during exploration. We probe the planning capabilities of the agent, and find in its memory evidence for somewhat precise plans over a limited horizon. Furthermore, we show in a post-hoc analysis that the value function learned by the agent relates to long-term planning. Put together, our experiments paint a new picture on how using tools from computer vision and sequential decision making have led to new capabilities in robotics and control. An interactive tool is available at europe.naverlabs.com/research/publications/reasoning-in-visual-navigation-of-end-to-end-trained-agents.
Quadrotor Navigation using Reinforcement Learning with Privileged Information
This paper presents a reinforcement learning-based quadrotor navigation method that leverages efficient differentiable simulation, novel loss functions, and privileged information to navigate around large obstacles. Prior learning-based methods perform well in scenes that exhibit narrow obstacles, but struggle when the goal location is blocked by large walls or terrain. In contrast, the proposed method utilizes time-of-arrival (ToA) maps as privileged information and a yaw alignment loss to guide the robot around large obstacles. The policy is evaluated in photo-realistic simulation environments containing large obstacles, sharp corners, and dead-ends. Our approach achieves an 86% success rate and outperforms baseline strategies by 34%. We deploy the policy onboard a custom quadrotor in outdoor cluttered environments both during the day and night. The policy is validated across 20 flights, covering 589 meters without collisions at speeds up to 4 m/s.
Gaussian-LIC: Real-Time Photo-Realistic SLAM with Gaussian Splatting and LiDAR-Inertial-Camera Fusion
In this paper, we present a real-time photo-realistic SLAM method based on marrying Gaussian Splatting with LiDAR-Inertial-Camera SLAM. Most existing radiance-field-based SLAM systems mainly focus on bounded indoor environments, equipped with RGB-D or RGB sensors. However, they are prone to decline when expanding to unbounded scenes or encountering adverse conditions, such as violent motions and changing illumination. In contrast, oriented to general scenarios, our approach additionally tightly fuses LiDAR, IMU, and camera for robust pose estimation and photo-realistic online mapping. To compensate for regions unobserved by the LiDAR, we propose to integrate both the triangulated visual points from images and LiDAR points for initializing 3D Gaussians. In addition, the modeling of the sky and varying camera exposure have been realized for high-quality rendering. Notably, we implement our system purely with C++ and CUDA, and meticulously design a series of strategies to accelerate the online optimization of the Gaussian-based scene representation. Extensive experiments demonstrate that our method outperforms its counterparts while maintaining real-time capability. Impressively, regarding photo-realistic mapping, our method with our estimated poses even surpasses all the compared approaches that utilize privileged ground-truth poses for mapping. Our code has been released on https://github.com/APRIL-ZJU/Gaussian-LIC.
SASRA: Semantically-aware Spatio-temporal Reasoning Agent for Vision-and-Language Navigation in Continuous Environments
This paper presents a novel approach for the Vision-and-Language Navigation (VLN) task in continuous 3D environments, which requires an autonomous agent to follow natural language instructions in unseen environments. Existing end-to-end learning-based VLN methods struggle at this task as they focus mostly on utilizing raw visual observations and lack the semantic spatio-temporal reasoning capabilities which is crucial in generalizing to new environments. In this regard, we present a hybrid transformer-recurrence model which focuses on combining classical semantic mapping techniques with a learning-based method. Our method creates a temporal semantic memory by building a top-down local ego-centric semantic map and performs cross-modal grounding to align map and language modalities to enable effective learning of VLN policy. Empirical results in a photo-realistic long-horizon simulation environment show that the proposed approach outperforms a variety of state-of-the-art methods and baselines with over 22% relative improvement in SPL in prior unseen environments.
LTGS: Long-Term Gaussian Scene Chronology From Sparse View Updates
Recent advances in novel-view synthesis can create the photo-realistic visualization of real-world environments from conventional camera captures. However, acquiring everyday environments from casual captures faces challenges due to frequent scene changes, which require dense observations both spatially and temporally. We propose long-term Gaussian scene chronology from sparse-view updates, coined LTGS, an efficient scene representation that can embrace everyday changes from highly under-constrained casual captures. Given an incomplete and unstructured Gaussian splatting representation obtained from an initial set of input images, we robustly model the long-term chronology of the scene despite abrupt movements and subtle environmental variations. We construct objects as template Gaussians, which serve as structural, reusable priors for shared object tracks. Then, the object templates undergo a further refinement pipeline that modulates the priors to adapt to temporally varying environments based on few-shot observations. Once trained, our framework is generalizable across multiple time steps through simple transformations, significantly enhancing the scalability for a temporal evolution of 3D environments. As existing datasets do not explicitly represent the long-term real-world changes with a sparse capture setup, we collect real-world datasets to evaluate the practicality of our pipeline. Experiments demonstrate that our framework achieves superior reconstruction quality compared to other baselines while enabling fast and light-weight updates.
MARS: An Instance-aware, Modular and Realistic Simulator for Autonomous Driving
Nowadays, autonomous cars can drive smoothly in ordinary cases, and it is widely recognized that realistic sensor simulation will play a critical role in solving remaining corner cases by simulating them. To this end, we propose an autonomous driving simulator based upon neural radiance fields (NeRFs). Compared with existing works, ours has three notable features: (1) Instance-aware. Our simulator models the foreground instances and background environments separately with independent networks so that the static (e.g., size and appearance) and dynamic (e.g., trajectory) properties of instances can be controlled separately. (2) Modular. Our simulator allows flexible switching between different modern NeRF-related backbones, sampling strategies, input modalities, etc. We expect this modular design to boost academic progress and industrial deployment of NeRF-based autonomous driving simulation. (3) Realistic. Our simulator set new state-of-the-art photo-realism results given the best module selection. Our simulator will be open-sourced while most of our counterparts are not. Project page: https://open-air-sun.github.io/mars/.
DTA: Physical Camouflage Attacks using Differentiable Transformation Network
To perform adversarial attacks in the physical world, many studies have proposed adversarial camouflage, a method to hide a target object by applying camouflage patterns on 3D object surfaces. For obtaining optimal physical adversarial camouflage, previous studies have utilized the so-called neural renderer, as it supports differentiability. However, existing neural renderers cannot fully represent various real-world transformations due to a lack of control of scene parameters compared to the legacy photo-realistic renderers. In this paper, we propose the Differentiable Transformation Attack (DTA), a framework for generating a robust physical adversarial pattern on a target object to camouflage it against object detection models with a wide range of transformations. It utilizes our novel Differentiable Transformation Network (DTN), which learns the expected transformation of a rendered object when the texture is changed while preserving the original properties of the target object. Using our attack framework, an adversary can gain both the advantages of the legacy photo-realistic renderers including various physical-world transformations and the benefit of white-box access by offering differentiability. Our experiments show that our camouflaged 3D vehicles can successfully evade state-of-the-art object detection models in the photo-realistic environment (i.e., CARLA on Unreal Engine). Furthermore, our demonstration on a scaled Tesla Model 3 proves the applicability and transferability of our method to the real world.
HUGSIM: A Real-Time, Photo-Realistic and Closed-Loop Simulator for Autonomous Driving
In the past few decades, autonomous driving algorithms have made significant progress in perception, planning, and control. However, evaluating individual components does not fully reflect the performance of entire systems, highlighting the need for more holistic assessment methods. This motivates the development of HUGSIM, a closed-loop, photo-realistic, and real-time simulator for evaluating autonomous driving algorithms. We achieve this by lifting captured 2D RGB images into the 3D space via 3D Gaussian Splatting, improving the rendering quality for closed-loop scenarios, and building the closed-loop environment. In terms of rendering, We tackle challenges of novel view synthesis in closed-loop scenarios, including viewpoint extrapolation and 360-degree vehicle rendering. Beyond novel view synthesis, HUGSIM further enables the full closed simulation loop, dynamically updating the ego and actor states and observations based on control commands. Moreover, HUGSIM offers a comprehensive benchmark across more than 70 sequences from KITTI-360, Waymo, nuScenes, and PandaSet, along with over 400 varying scenarios, providing a fair and realistic evaluation platform for existing autonomous driving algorithms. HUGSIM not only serves as an intuitive evaluation benchmark but also unlocks the potential for fine-tuning autonomous driving algorithms in a photorealistic closed-loop setting.
AI2-THOR: An Interactive 3D Environment for Visual AI
We introduce The House Of inteRactions (THOR), a framework for visual AI research, available at http://ai2thor.allenai.org. AI2-THOR consists of near photo-realistic 3D indoor scenes, where AI agents can navigate in the scenes and interact with objects to perform tasks. AI2-THOR enables research in many different domains including but not limited to deep reinforcement learning, imitation learning, learning by interaction, planning, visual question answering, unsupervised representation learning, object detection and segmentation, and learning models of cognition. The goal of AI2-THOR is to facilitate building visually intelligent models and push the research forward in this domain.
Anything in Any Scene: Photorealistic Video Object Insertion
Realistic video simulation has shown significant potential across diverse applications, from virtual reality to film production. This is particularly true for scenarios where capturing videos in real-world settings is either impractical or expensive. Existing approaches in video simulation often fail to accurately model the lighting environment, represent the object geometry, or achieve high levels of photorealism. In this paper, we propose Anything in Any Scene, a novel and generic framework for realistic video simulation that seamlessly inserts any object into an existing dynamic video with a strong emphasis on physical realism. Our proposed general framework encompasses three key processes: 1) integrating a realistic object into a given scene video with proper placement to ensure geometric realism; 2) estimating the sky and environmental lighting distribution and simulating realistic shadows to enhance the light realism; 3) employing a style transfer network that refines the final video output to maximize photorealism. We experimentally demonstrate that Anything in Any Scene framework produces simulated videos of great geometric realism, lighting realism, and photorealism. By significantly mitigating the challenges associated with video data generation, our framework offers an efficient and cost-effective solution for acquiring high-quality videos. Furthermore, its applications extend well beyond video data augmentation, showing promising potential in virtual reality, video editing, and various other video-centric applications. Please check our project website https://anythinginanyscene.github.io for access to our project code and more high-resolution video results.
EmbRACE-3K: Embodied Reasoning and Action in Complex Environments
Recent advanced vision-language models(VLMs) have demonstrated strong performance on passive, offline image and video understanding tasks. However, their effectiveness in embodied settings, which require online interaction and active scene understanding remains limited. In such scenarios, an agent perceives the environment from a first-person perspective, with each action dynamically shaping subsequent observations. Even state-of-the-art models such as GPT-4o, Claude 3.5 Sonnet, and Gemini 2.5 Pro struggle in open-environment interactions, exhibiting clear limitations in spatial reasoning and long-horizon planning. To address this gap, we introduce EmRACE-3K, a dataset of over 3,000 language-guided tasks situated in diverse, photorealistic environments constructed using Unreal Engine and the UnrealCV-Zoo framework. The tasks encompass a wide range of embodied challenges, including navigation, object manipulation, and multi-stage goal execution. Each task unfolds as a multi-step trajectory, pairing first-person visual observations with high-level instructions, grounded actions, and natural language rationales that express the agent's intent at every step. Using EmRACE-3K, we establish a benchmark to evaluate the embodied reasoning capabilities of VLMs across three key dimensions: Exploration, Dynamic Spatial-Semantic Reasoning, and Multi-stage Goal Execution. In zero-shot settings, all models achieve success rates below 20%, underscoring the challenge posed by our benchmark and the current limitations of VLMs in interactive environments. To demonstrate the utility of EmRACE-3K, we further fine-tune Qwen2.5-VL-7B using supervised learning followed by reinforcement learning. This approach yields substantial improvements across all three challenge categories, highlighting the dataset's effectiveness in enabling the development of embodied reasoning capabilities.
3D Scene Generation: A Survey
3D scene generation seeks to synthesize spatially structured, semantically meaningful, and photorealistic environments for applications such as immersive media, robotics, autonomous driving, and embodied AI. Early methods based on procedural rules offered scalability but limited diversity. Recent advances in deep generative models (e.g., GANs, diffusion models) and 3D representations (e.g., NeRF, 3D Gaussians) have enabled the learning of real-world scene distributions, improving fidelity, diversity, and view consistency. Recent advances like diffusion models bridge 3D scene synthesis and photorealism by reframing generation as image or video synthesis problems. This survey provides a systematic overview of state-of-the-art approaches, organizing them into four paradigms: procedural generation, neural 3D-based generation, image-based generation, and video-based generation. We analyze their technical foundations, trade-offs, and representative results, and review commonly used datasets, evaluation protocols, and downstream applications. We conclude by discussing key challenges in generation capacity, 3D representation, data and annotations, and evaluation, and outline promising directions including higher fidelity, physics-aware and interactive generation, and unified perception-generation models. This review organizes recent advances in 3D scene generation and highlights promising directions at the intersection of generative AI, 3D vision, and embodied intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/hzxie/Awesome-3D-Scene-Generation.
Enhancing Photorealism Enhancement
We present an approach to enhancing the realism of synthetic images. The images are enhanced by a convolutional network that leverages intermediate representations produced by conventional rendering pipelines. The network is trained via a novel adversarial objective, which provides strong supervision at multiple perceptual levels. We analyze scene layout distributions in commonly used datasets and find that they differ in important ways. We hypothesize that this is one of the causes of strong artifacts that can be observed in the results of many prior methods. To address this we propose a new strategy for sampling image patches during training. We also introduce multiple architectural improvements in the deep network modules used for photorealism enhancement. We confirm the benefits of our contributions in controlled experiments and report substantial gains in stability and realism in comparison to recent image-to-image translation methods and a variety of other baselines.
An Immersive Multi-Elevation Multi-Seasonal Dataset for 3D Reconstruction and Visualization
Significant progress has been made in photo-realistic scene reconstruction over recent years. Various disparate efforts have enabled capabilities such as multi-appearance or large-scale modeling; however, there lacks a welldesigned dataset that can evaluate the holistic progress of scene reconstruction. We introduce a collection of imagery of the Johns Hopkins Homewood Campus, acquired at different seasons, times of day, in multiple elevations, and across a large scale. We perform a multi-stage calibration process, which efficiently recover camera parameters from phone and drone cameras. This dataset can enable researchers to rigorously explore challenges in unconstrained settings, including effects of inconsistent illumination, reconstruction from large scale and from significantly different perspectives, etc.
Generative Photography: Scene-Consistent Camera Control for Realistic Text-to-Image Synthesis
Image generation today can produce somewhat realistic images from text prompts. However, if one asks the generator to synthesize a particular camera setting such as creating different fields of view using a 24mm lens versus a 70mm lens, the generator will not be able to interpret and generate scene-consistent images. This limitation not only hinders the adoption of generative tools in photography applications but also exemplifies a broader issue of bridging the gap between the data-driven models and the physical world. In this paper, we introduce the concept of Generative Photography, a framework designed to control camera intrinsic settings during content generation. The core innovation of this work are the concepts of Dimensionality Lifting and Contrastive Camera Learning, which achieve continuous and consistent transitions for different camera settings. Experimental results show that our method produces significantly more scene-consistent photorealistic images than state-of-the-art models such as Stable Diffusion 3 and FLUX.
CARLA2Real: a tool for reducing the sim2real gap in CARLA simulator
Simulators are indispensable for research in autonomous systems such as self-driving cars, autonomous robots and drones. Despite significant progress in various simulation aspects, such as graphical realism, an evident gap persists between the virtual and real-world environments. Since the ultimate goal is to deploy the autonomous systems in the real world, closing the sim2real gap is of utmost importance. In this paper, we employ a state-of-the-art approach to enhance the photorealism of simulated data, aligning them with the visual characteristics of real-world datasets. Based on this, we developed CARLA2Real, an easy-to-use, publicly available tool (plug-in) for the widely used and open-source CARLA simulator. This tool enhances the output of CARLA in near real-time, achieving a frame rate of 13 FPS, translating it to the visual style and realism of real-world datasets such as Cityscapes, KITTI, and Mapillary Vistas. By employing the proposed tool, we generated synthetic datasets from both the simulator and the enhancement model outputs, including their corresponding ground truth annotations for tasks related to autonomous driving. Then, we performed a number of experiments to evaluate the impact of the proposed approach on feature extraction and semantic segmentation methods when trained on the enhanced synthetic data. The results demonstrate that the sim2real gap is significant and can indeed be reduced by the introduced approach.
EverLight: Indoor-Outdoor Editable HDR Lighting Estimation
Because of the diversity in lighting environments, existing illumination estimation techniques have been designed explicitly on indoor or outdoor environments. Methods have focused specifically on capturing accurate energy (e.g., through parametric lighting models), which emphasizes shading and strong cast shadows; or producing plausible texture (e.g., with GANs), which prioritizes plausible reflections. Approaches which provide editable lighting capabilities have been proposed, but these tend to be with simplified lighting models, offering limited realism. In this work, we propose to bridge the gap between these recent trends in the literature, and propose a method which combines a parametric light model with 360{\deg} panoramas, ready to use as HDRI in rendering engines. We leverage recent advances in GAN-based LDR panorama extrapolation from a regular image, which we extend to HDR using parametric spherical gaussians. To achieve this, we introduce a novel lighting co-modulation method that injects lighting-related features throughout the generator, tightly coupling the original or edited scene illumination within the panorama generation process. In our representation, users can easily edit light direction, intensity, number, etc. to impact shading while providing rich, complex reflections while seamlessly blending with the edits. Furthermore, our method encompasses indoor and outdoor environments, demonstrating state-of-the-art results even when compared to domain-specific methods.
Single Image BRDF Parameter Estimation with a Conditional Adversarial Network
Creating plausible surfaces is an essential component in achieving a high degree of realism in rendering. To relieve artists, who create these surfaces in a time-consuming, manual process, automated retrieval of the spatially-varying Bidirectional Reflectance Distribution Function (SVBRDF) from a single mobile phone image is desirable. By leveraging a deep neural network, this casual capturing method can be achieved. The trained network can estimate per pixel normal, base color, metallic and roughness parameters from the Disney BRDF. The input image is taken with a mobile phone lit by the camera flash. The network is trained to compensate for environment lighting and thus learned to reduce artifacts introduced by other light sources. These losses contain a multi-scale discriminator with an additional perceptual loss, a rendering loss using a differentiable renderer, and a parameter loss. Besides the local precision, this loss formulation generates material texture maps which are globally more consistent. The network is set up as a generator network trained in an adversarial fashion to ensure that only plausible maps are produced. The estimated parameters not only reproduce the material faithfully in rendering but capture the style of hand-authored materials due to the more global loss terms compared to previous works without requiring additional post-processing. Both the resolution and the quality is improved.
RealGen: Photorealistic Text-to-Image Generation via Detector-Guided Rewards
With the continuous advancement of image generation technology, advanced models such as GPT-Image-1 and Qwen-Image have achieved remarkable text-to-image consistency and world knowledge However, these models still fall short in photorealistic image generation. Even on simple T2I tasks, they tend to produce " fake" images with distinct AI artifacts, often characterized by "overly smooth skin" and "oily facial sheens". To recapture the original goal of "indistinguishable-from-reality" generation, we propose RealGen, a photorealistic text-to-image framework. RealGen integrates an LLM component for prompt optimization and a diffusion model for realistic image generation. Inspired by adversarial generation, RealGen introduces a "Detector Reward" mechanism, which quantifies artifacts and assesses realism using both semantic-level and feature-level synthetic image detectors. We leverage this reward signal with the GRPO algorithm to optimize the entire generation pipeline, significantly enhancing image realism and detail. Furthermore, we propose RealBench, an automated evaluation benchmark employing Detector-Scoring and Arena-Scoring. It enables human-free photorealism assessment, yielding results that are more accurate and aligned with real user experience. Experiments demonstrate that RealGen significantly outperforms general models like GPT-Image-1 and Qwen-Image, as well as specialized photorealistic models like FLUX-Krea, in terms of realism, detail, and aesthetics. The code is available at https://github.com/yejy53/RealGen.
FastNeRF: High-Fidelity Neural Rendering at 200FPS
Recent work on Neural Radiance Fields (NeRF) showed how neural networks can be used to encode complex 3D environments that can be rendered photorealistically from novel viewpoints. Rendering these images is very computationally demanding and recent improvements are still a long way from enabling interactive rates, even on high-end hardware. Motivated by scenarios on mobile and mixed reality devices, we propose FastNeRF, the first NeRF-based system capable of rendering high fidelity photorealistic images at 200Hz on a high-end consumer GPU. The core of our method is a graphics-inspired factorization that allows for (i) compactly caching a deep radiance map at each position in space, (ii) efficiently querying that map using ray directions to estimate the pixel values in the rendered image. Extensive experiments show that the proposed method is 3000 times faster than the original NeRF algorithm and at least an order of magnitude faster than existing work on accelerating NeRF, while maintaining visual quality and extensibility.
TartanGround: A Large-Scale Dataset for Ground Robot Perception and Navigation
We present TartanGround, a large-scale, multi-modal dataset to advance the perception and autonomy of ground robots operating in diverse environments. This dataset, collected in various photorealistic simulation environments includes multiple RGB stereo cameras for 360-degree coverage, along with depth, optical flow, stereo disparity, LiDAR point clouds, ground truth poses, semantic segmented images, and occupancy maps with semantic labels. Data is collected using an integrated automatic pipeline, which generates trajectories mimicking the motion patterns of various ground robot platforms, including wheeled and legged robots. We collect 910 trajectories across 70 environments, resulting in 1.5 million samples. Evaluations on occupancy prediction and SLAM tasks reveal that state-of-the-art methods trained on existing datasets struggle to generalize across diverse scenes. TartanGround can serve as a testbed for training and evaluation of a broad range of learning-based tasks, including occupancy prediction, SLAM, neural scene representation, perception-based navigation, and more, enabling advancements in robotic perception and autonomy towards achieving robust models generalizable to more diverse scenarios. The dataset and codebase are available on the webpage: https://tartanair.org/tartanground
Long-Term Photometric Consistent Novel View Synthesis with Diffusion Models
Novel view synthesis from a single input image is a challenging task, where the goal is to generate a new view of a scene from a desired camera pose that may be separated by a large motion. The highly uncertain nature of this synthesis task due to unobserved elements within the scene (i.e. occlusion) and outside the field-of-view makes the use of generative models appealing to capture the variety of possible outputs. In this paper, we propose a novel generative model capable of producing a sequence of photorealistic images consistent with a specified camera trajectory, and a single starting image. Our approach is centred on an autoregressive conditional diffusion-based model capable of interpolating visible scene elements, and extrapolating unobserved regions in a view, in a geometrically consistent manner. Conditioning is limited to an image capturing a single camera view and the (relative) pose of the new camera view. To measure the consistency over a sequence of generated views, we introduce a new metric, the thresholded symmetric epipolar distance (TSED), to measure the number of consistent frame pairs in a sequence. While previous methods have been shown to produce high quality images and consistent semantics across pairs of views, we show empirically with our metric that they are often inconsistent with the desired camera poses. In contrast, we demonstrate that our method produces both photorealistic and view-consistent imagery.
RealFill: Reference-Driven Generation for Authentic Image Completion
Recent advances in generative imagery have brought forth outpainting and inpainting models that can produce high-quality, plausible image content in unknown regions, but the content these models hallucinate is necessarily inauthentic, since the models lack sufficient context about the true scene. In this work, we propose RealFill, a novel generative approach for image completion that fills in missing regions of an image with the content that should have been there. RealFill is a generative inpainting model that is personalized using only a few reference images of a scene. These reference images do not have to be aligned with the target image, and can be taken with drastically varying viewpoints, lighting conditions, camera apertures, or image styles. Once personalized, RealFill is able to complete a target image with visually compelling contents that are faithful to the original scene. We evaluate RealFill on a new image completion benchmark that covers a set of diverse and challenging scenarios, and find that it outperforms existing approaches by a large margin. See more results on our project page: https://realfill.github.io
LightSim: Neural Lighting Simulation for Urban Scenes
Different outdoor illumination conditions drastically alter the appearance of urban scenes, and they can harm the performance of image-based robot perception systems if not seen during training. Camera simulation provides a cost-effective solution to create a large dataset of images captured under different lighting conditions. Towards this goal, we propose LightSim, a neural lighting camera simulation system that enables diverse, realistic, and controllable data generation. LightSim automatically builds lighting-aware digital twins at scale from collected raw sensor data and decomposes the scene into dynamic actors and static background with accurate geometry, appearance, and estimated scene lighting. These digital twins enable actor insertion, modification, removal, and rendering from a new viewpoint, all in a lighting-aware manner. LightSim then combines physically-based and learnable deferred rendering to perform realistic relighting of modified scenes, such as altering the sun location and modifying the shadows or changing the sun brightness, producing spatially- and temporally-consistent camera videos. Our experiments show that LightSim generates more realistic relighting results than prior work. Importantly, training perception models on data generated by LightSim can significantly improve their performance.
AerialMegaDepth: Learning Aerial-Ground Reconstruction and View Synthesis
We explore the task of geometric reconstruction of images captured from a mixture of ground and aerial views. Current state-of-the-art learning-based approaches fail to handle the extreme viewpoint variation between aerial-ground image pairs. Our hypothesis is that the lack of high-quality, co-registered aerial-ground datasets for training is a key reason for this failure. Such data is difficult to assemble precisely because it is difficult to reconstruct in a scalable way. To overcome this challenge, we propose a scalable framework combining pseudo-synthetic renderings from 3D city-wide meshes (e.g., Google Earth) with real, ground-level crowd-sourced images (e.g., MegaDepth). The pseudo-synthetic data simulates a wide range of aerial viewpoints, while the real, crowd-sourced images help improve visual fidelity for ground-level images where mesh-based renderings lack sufficient detail, effectively bridging the domain gap between real images and pseudo-synthetic renderings. Using this hybrid dataset, we fine-tune several state-of-the-art algorithms and achieve significant improvements on real-world, zero-shot aerial-ground tasks. For example, we observe that baseline DUSt3R localizes fewer than 5% of aerial-ground pairs within 5 degrees of camera rotation error, while fine-tuning with our data raises accuracy to nearly 56%, addressing a major failure point in handling large viewpoint changes. Beyond camera estimation and scene reconstruction, our dataset also improves performance on downstream tasks like novel-view synthesis in challenging aerial-ground scenarios, demonstrating the practical value of our approach in real-world applications.
Photorealistic Object Insertion with Diffusion-Guided Inverse Rendering
The correct insertion of virtual objects in images of real-world scenes requires a deep understanding of the scene's lighting, geometry and materials, as well as the image formation process. While recent large-scale diffusion models have shown strong generative and inpainting capabilities, we find that current models do not sufficiently "understand" the scene shown in a single picture to generate consistent lighting effects (shadows, bright reflections, etc.) while preserving the identity and details of the composited object. We propose using a personalized large diffusion model as guidance to a physically based inverse rendering process. Our method recovers scene lighting and tone-mapping parameters, allowing the photorealistic composition of arbitrary virtual objects in single frames or videos of indoor or outdoor scenes. Our physically based pipeline further enables automatic materials and tone-mapping refinement.
Painting 3D Nature in 2D: View Synthesis of Natural Scenes from a Single Semantic Mask
We introduce a novel approach that takes a single semantic mask as input to synthesize multi-view consistent color images of natural scenes, trained with a collection of single images from the Internet. Prior works on 3D-aware image synthesis either require multi-view supervision or learning category-level prior for specific classes of objects, which can hardly work for natural scenes. Our key idea to solve this challenging problem is to use a semantic field as the intermediate representation, which is easier to reconstruct from an input semantic mask and then translate to a radiance field with the assistance of off-the-shelf semantic image synthesis models. Experiments show that our method outperforms baseline methods and produces photorealistic, multi-view consistent videos of a variety of natural scenes.
A Recipe for Generating 3D Worlds From a Single Image
We introduce a recipe for generating immersive 3D worlds from a single image by framing the task as an in-context learning problem for 2D inpainting models. This approach requires minimal training and uses existing generative models. Our process involves two steps: generating coherent panoramas using a pre-trained diffusion model and lifting these into 3D with a metric depth estimator. We then fill unobserved regions by conditioning the inpainting model on rendered point clouds, requiring minimal fine-tuning. Tested on both synthetic and real images, our method produces high-quality 3D environments suitable for VR display. By explicitly modeling the 3D structure of the generated environment from the start, our approach consistently outperforms state-of-the-art, video synthesis-based methods along multiple quantitative image quality metrics. Project Page: https://katjaschwarz.github.io/worlds/
Sat2Scene: 3D Urban Scene Generation from Satellite Images with Diffusion
Directly generating scenes from satellite imagery offers exciting possibilities for integration into applications like games and map services. However, challenges arise from significant view changes and scene scale. Previous efforts mainly focused on image or video generation, lacking exploration into the adaptability of scene generation for arbitrary views. Existing 3D generation works either operate at the object level or are difficult to utilize the geometry obtained from satellite imagery. To overcome these limitations, we propose a novel architecture for direct 3D scene generation by introducing diffusion models into 3D sparse representations and combining them with neural rendering techniques. Specifically, our approach generates texture colors at the point level for a given geometry using a 3D diffusion model first, which is then transformed into a scene representation in a feed-forward manner. The representation can be utilized to render arbitrary views which would excel in both single-frame quality and inter-frame consistency. Experiments in two city-scale datasets show that our model demonstrates proficiency in generating photo-realistic street-view image sequences and cross-view urban scenes from satellite imagery.
Diffusion-based G-buffer generation and rendering
Despite recent advances in text-to-image generation, controlling geometric layout and material properties in synthesized scenes remains challenging. We present a novel pipeline that first produces a G-buffer (albedo, normals, depth, roughness, and metallic) from a text prompt and then renders a final image through a modular neural network. This intermediate representation enables fine-grained editing: users can copy and paste within specific G-buffer channels to insert or reposition objects, or apply masks to the irradiance channel to adjust lighting locally. As a result, real objects can be seamlessly integrated into virtual scenes, and virtual objects can be placed into real environments with high fidelity. By separating scene decomposition from image rendering, our method offers a practical balance between detailed post-generation control and efficient text-driven synthesis. We demonstrate its effectiveness on a variety of examples, showing that G-buffer editing significantly extends the flexibility of text-guided image generation.
Photorealistic Material Editing Through Direct Image Manipulation
Creating photorealistic materials for light transport algorithms requires carefully fine-tuning a set of material properties to achieve a desired artistic effect. This is typically a lengthy process that involves a trained artist with specialized knowledge. In this work, we present a technique that aims to empower novice and intermediate-level users to synthesize high-quality photorealistic materials by only requiring basic image processing knowledge. In the proposed workflow, the user starts with an input image and applies a few intuitive transforms (e.g., colorization, image inpainting) within a 2D image editor of their choice, and in the next step, our technique produces a photorealistic result that approximates this target image. Our method combines the advantages of a neural network-augmented optimizer and an encoder neural network to produce high-quality output results within 30 seconds. We also demonstrate that it is resilient against poorly-edited target images and propose a simple extension to predict image sequences with a strict time budget of 1-2 seconds per image.
Seeing the World in a Bag of Chips
We address the dual problems of novel view synthesis and environment reconstruction from hand-held RGBD sensors. Our contributions include 1) modeling highly specular objects, 2) modeling inter-reflections and Fresnel effects, and 3) enabling surface light field reconstruction with the same input needed to reconstruct shape alone. In cases where scene surface has a strong mirror-like material component, we generate highly detailed environment images, revealing room composition, objects, people, buildings, and trees visible through windows. Our approach yields state of the art view synthesis techniques, operates on low dynamic range imagery, and is robust to geometric and calibration errors.
MODEST: Multi-Optics Depth-of-Field Stereo Dataset
Reliable depth estimation under real optical conditions remains a core challenge for camera vision in systems such as autonomous robotics and augmented reality. Despite recent progress in depth estimation and depth-of-field rendering, research remains constrained by the lack of large-scale, high-fidelity, real stereo DSLR datasets, limiting real-world generalization and evaluation of models trained on synthetic data as shown extensively in literature. We present the first high-resolution (5472times3648px) stereo DSLR dataset with 18000 images, systematically varying focal length and aperture across complex real scenes and capturing the optical realism and complexity of professional camera systems. For 9 scenes with varying scene complexity, lighting and background, images are captured with two identical camera assemblies at 10 focal lengths (28-70mm) and 5 apertures (f/2.8-f/22), spanning 50 optical configurations in 2000 images per scene. This full-range optics coverage enables controlled analysis of geometric and optical effects for monocular and stereo depth estimation, shallow depth-of-field rendering, deblurring, 3D scene reconstruction and novel view synthesis. Each focal configuration has a dedicated calibration image set, supporting evaluation of classical and learning based methods for intrinsic and extrinsic calibration. The dataset features challenging visual elements such as multi-scale optical illusions, reflective surfaces, mirrors, transparent glass walls, fine-grained details, and natural / artificial ambient light variations. This work attempts to bridge the realism gap between synthetic training data and real camera optics, and demonstrates challenges with the current state-of-the-art monocular, stereo depth and depth-of-field methods. We release the dataset, calibration files, and evaluation code to support reproducible research on real-world optical generalization.
Scene relighting with illumination estimation in the latent space on an encoder-decoder scheme
The image relighting task of transferring illumination conditions between two images offers an interesting and difficult challenge with potential applications in photography, cinematography and computer graphics. In this report we present methods that we tried to achieve that goal. Our models are trained on a rendered dataset of artificial locations with varied scene content, light source location and color temperature. With this dataset, we used a network with illumination estimation component aiming to infer and replace light conditions in the latent space representation of the concerned scenes.
EnvGS: Modeling View-Dependent Appearance with Environment Gaussian
Reconstructing complex reflections in real-world scenes from 2D images is essential for achieving photorealistic novel view synthesis. Existing methods that utilize environment maps to model reflections from distant lighting often struggle with high-frequency reflection details and fail to account for near-field reflections. In this work, we introduce EnvGS, a novel approach that employs a set of Gaussian primitives as an explicit 3D representation for capturing reflections of environments. These environment Gaussian primitives are incorporated with base Gaussian primitives to model the appearance of the whole scene. To efficiently render these environment Gaussian primitives, we developed a ray-tracing-based renderer that leverages the GPU's RT core for fast rendering. This allows us to jointly optimize our model for high-quality reconstruction while maintaining real-time rendering speeds. Results from multiple real-world and synthetic datasets demonstrate that our method produces significantly more detailed reflections, achieving the best rendering quality in real-time novel view synthesis. The code is available at https://zju3dv.github.io/envgs.
InteriorNet: Mega-scale Multi-sensor Photo-realistic Indoor Scenes Dataset
Datasets have gained an enormous amount of popularity in the computer vision community, from training and evaluation of Deep Learning-based methods to benchmarking Simultaneous Localization and Mapping (SLAM). Without a doubt, synthetic imagery bears a vast potential due to scalability in terms of amounts of data obtainable without tedious manual ground truth annotations or measurements. Here, we present a dataset with the aim of providing a higher degree of photo-realism, larger scale, more variability as well as serving a wider range of purposes compared to existing datasets. Our dataset leverages the availability of millions of professional interior designs and millions of production-level furniture and object assets -- all coming with fine geometric details and high-resolution texture. We render high-resolution and high frame-rate video sequences following realistic trajectories while supporting various camera types as well as providing inertial measurements. Together with the release of the dataset, we will make executable program of our interactive simulator software as well as our renderer available at https://interiornetdataset.github.io. To showcase the usability and uniqueness of our dataset, we show benchmarking results of both sparse and dense SLAM algorithms.
Wild-GS: Real-Time Novel View Synthesis from Unconstrained Photo Collections
Photographs captured in unstructured tourist environments frequently exhibit variable appearances and transient occlusions, challenging accurate scene reconstruction and inducing artifacts in novel view synthesis. Although prior approaches have integrated the Neural Radiance Field (NeRF) with additional learnable modules to handle the dynamic appearances and eliminate transient objects, their extensive training demands and slow rendering speeds limit practical deployments. Recently, 3D Gaussian Splatting (3DGS) has emerged as a promising alternative to NeRF, offering superior training and inference efficiency along with better rendering quality. This paper presents Wild-GS, an innovative adaptation of 3DGS optimized for unconstrained photo collections while preserving its efficiency benefits. Wild-GS determines the appearance of each 3D Gaussian by their inherent material attributes, global illumination and camera properties per image, and point-level local variance of reflectance. Unlike previous methods that model reference features in image space, Wild-GS explicitly aligns the pixel appearance features to the corresponding local Gaussians by sampling the triplane extracted from the reference image. This novel design effectively transfers the high-frequency detailed appearance of the reference view to 3D space and significantly expedites the training process. Furthermore, 2D visibility maps and depth regularization are leveraged to mitigate the transient effects and constrain the geometry, respectively. Extensive experiments demonstrate that Wild-GS achieves state-of-the-art rendering performance and the highest efficiency in both training and inference among all the existing techniques.
Photo3D: Advancing Photorealistic 3D Generation through Structure-Aligned Detail Enhancement
Although recent 3D-native generators have made great progress in synthesizing reliable geometry, they still fall short in achieving realistic appearances. A key obstacle lies in the lack of diverse and high-quality real-world 3D assets with rich texture details, since capturing such data is intrinsically difficult due to the diverse scales of scenes, non-rigid motions of objects, and the limited precision of 3D scanners. We introduce Photo3D, a framework for advancing photorealistic 3D generation, which is driven by the image data generated by the GPT-4o-Image model. Considering that the generated images can distort 3D structures due to their lack of multi-view consistency, we design a structure-aligned multi-view synthesis pipeline and construct a detail-enhanced multi-view dataset paired with 3D geometry. Building on it, we present a realistic detail enhancement scheme that leverages perceptual feature adaptation and semantic structure matching to enforce appearance consistency with realistic details while preserving the structural consistency with the 3D-native geometry. Our scheme is general to different 3D-native generators, and we present dedicated training strategies to facilitate the optimization of geometry-texture coupled and decoupled 3D-native generation paradigms. Experiments demonstrate that Photo3D generalizes well across diverse 3D-native generation paradigms and achieves state-of-the-art photorealistic 3D generation performance.
PUG: Photorealistic and Semantically Controllable Synthetic Data for Representation Learning
Synthetic image datasets offer unmatched advantages for designing and evaluating deep neural networks: they make it possible to (i) render as many data samples as needed, (ii) precisely control each scene and yield granular ground truth labels (and captions), (iii) precisely control distribution shifts between training and testing to isolate variables of interest for sound experimentation. Despite such promise, the use of synthetic image data is still limited -- and often played down -- mainly due to their lack of realism. Most works therefore rely on datasets of real images, which have often been scraped from public images on the internet, and may have issues with regards to privacy, bias, and copyright, while offering little control over how objects precisely appear. In this work, we present a path to democratize the use of photorealistic synthetic data: we develop a new generation of interactive environments for representation learning research, that offer both controllability and realism. We use the Unreal Engine, a powerful game engine well known in the entertainment industry, to produce PUG (Photorealistic Unreal Graphics) environments and datasets for representation learning. In this paper, we demonstrate the potential of PUG to enable more rigorous evaluations of vision models.
Generative Image Layer Decomposition with Visual Effects
Recent advancements in large generative models, particularly diffusion-based methods, have significantly enhanced the capabilities of image editing. However, achieving precise control over image composition tasks remains a challenge. Layered representations, which allow for independent editing of image components, are essential for user-driven content creation, yet existing approaches often struggle to decompose image into plausible layers with accurately retained transparent visual effects such as shadows and reflections. We propose LayerDecomp, a generative framework for image layer decomposition which outputs photorealistic clean backgrounds and high-quality transparent foregrounds with faithfully preserved visual effects. To enable effective training, we first introduce a dataset preparation pipeline that automatically scales up simulated multi-layer data with synthesized visual effects. To further enhance real-world applicability, we supplement this simulated dataset with camera-captured images containing natural visual effects. Additionally, we propose a consistency loss which enforces the model to learn accurate representations for the transparent foreground layer when ground-truth annotations are not available. Our method achieves superior quality in layer decomposition, outperforming existing approaches in object removal and spatial editing tasks across several benchmarks and multiple user studies, unlocking various creative possibilities for layer-wise image editing. The project page is https://rayjryang.github.io/LayerDecomp.
4Real: Towards Photorealistic 4D Scene Generation via Video Diffusion Models
Existing dynamic scene generation methods mostly rely on distilling knowledge from pre-trained 3D generative models, which are typically fine-tuned on synthetic object datasets. As a result, the generated scenes are often object-centric and lack photorealism. To address these limitations, we introduce a novel pipeline designed for photorealistic text-to-4D scene generation, discarding the dependency on multi-view generative models and instead fully utilizing video generative models trained on diverse real-world datasets. Our method begins by generating a reference video using the video generation model. We then learn the canonical 3D representation of the video using a freeze-time video, delicately generated from the reference video. To handle inconsistencies in the freeze-time video, we jointly learn a per-frame deformation to model these imperfections. We then learn the temporal deformation based on the canonical representation to capture dynamic interactions in the reference video. The pipeline facilitates the generation of dynamic scenes with enhanced photorealism and structural integrity, viewable from multiple perspectives, thereby setting a new standard in 4D scene generation.
Make-it-Real: Unleashing Large Multimodal Model's Ability for Painting 3D Objects with Realistic Materials
Physically realistic materials are pivotal in augmenting the realism of 3D assets across various applications and lighting conditions. However, existing 3D assets and generative models often lack authentic material properties. Manual assignment of materials using graphic software is a tedious and time-consuming task. In this paper, we exploit advancements in Multimodal Large Language Models (MLLMs), particularly GPT-4V, to present a novel approach, Make-it-Real: 1) We demonstrate that GPT-4V can effectively recognize and describe materials, allowing the construction of a detailed material library. 2) Utilizing a combination of visual cues and hierarchical text prompts, GPT-4V precisely identifies and aligns materials with the corresponding components of 3D objects. 3) The correctly matched materials are then meticulously applied as reference for the new SVBRDF material generation according to the original diffuse map, significantly enhancing their visual authenticity. Make-it-Real offers a streamlined integration into the 3D content creation workflow, showcasing its utility as an essential tool for developers of 3D assets.
MaRINeR: Enhancing Novel Views by Matching Rendered Images with Nearby References
Rendering realistic images from 3D reconstruction is an essential task of many Computer Vision and Robotics pipelines, notably for mixed-reality applications as well as training autonomous agents in simulated environments. However, the quality of novel views heavily depends of the source reconstruction which is often imperfect due to noisy or missing geometry and appearance. Inspired by the recent success of reference-based super-resolution networks, we propose MaRINeR, a refinement method that leverages information of a nearby mapping image to improve the rendering of a target viewpoint. We first establish matches between the raw rendered image of the scene geometry from the target viewpoint and the nearby reference based on deep features, followed by hierarchical detail transfer. We show improved renderings in quantitative metrics and qualitative examples from both explicit and implicit scene representations. We further employ our method on the downstream tasks of pseudo-ground-truth validation, synthetic data enhancement and detail recovery for renderings of reduced 3D reconstructions.
NeRD: Neural Reflectance Decomposition from Image Collections
Decomposing a scene into its shape, reflectance, and illumination is a challenging but important problem in computer vision and graphics. This problem is inherently more challenging when the illumination is not a single light source under laboratory conditions but is instead an unconstrained environmental illumination. Though recent work has shown that implicit representations can be used to model the radiance field of an object, most of these techniques only enable view synthesis and not relighting. Additionally, evaluating these radiance fields is resource and time-intensive. We propose a neural reflectance decomposition (NeRD) technique that uses physically-based rendering to decompose the scene into spatially varying BRDF material properties. In contrast to existing techniques, our input images can be captured under different illumination conditions. In addition, we also propose techniques to convert the learned reflectance volume into a relightable textured mesh enabling fast real-time rendering with novel illuminations. We demonstrate the potential of the proposed approach with experiments on both synthetic and real datasets, where we are able to obtain high-quality relightable 3D assets from image collections. The datasets and code is available on the project page: https://markboss.me/publication/2021-nerd/
Adjustable Visual Appearance for Generalizable Novel View Synthesis
We present a generalizable novel view synthesis method which enables modifying the visual appearance of an observed scene so rendered views match a target weather or lighting condition without any scene specific training or access to reference views at the target condition. Our method is based on a pretrained generalizable transformer architecture and is fine-tuned on synthetically generated scenes under different appearance conditions. This allows for rendering novel views in a consistent manner for 3D scenes that were not included in the training set, along with the ability to (i) modify their appearance to match the target condition and (ii) smoothly interpolate between different conditions. Experiments on real and synthetic scenes show that our method is able to generate 3D consistent renderings while making realistic appearance changes, including qualitative and quantitative comparisons. Please refer to our project page for video results: https://ava-nvs.github.io/
Over++: Generative Video Compositing for Layer Interaction Effects
In professional video compositing workflows, artists must manually create environmental interactions-such as shadows, reflections, dust, and splashes-between foreground subjects and background layers. Existing video generative models struggle to preserve the input video while adding such effects, and current video inpainting methods either require costly per-frame masks or yield implausible results. We introduce augmented compositing, a new task that synthesizes realistic, semi-transparent environmental effects conditioned on text prompts and input video layers, while preserving the original scene. To address this task, we present Over++, a video effect generation framework that makes no assumptions about camera pose, scene stationarity, or depth supervision. We construct a paired effect dataset tailored for this task and introduce an unpaired augmentation strategy that preserves text-driven editability. Our method also supports optional mask control and keyframe guidance without requiring dense annotations. Despite training on limited data, Over++ produces diverse and realistic environmental effects and outperforms existing baselines in both effect generation and scene preservation.
Real-Time Neural Rasterization for Large Scenes
We propose a new method for realistic real-time novel-view synthesis (NVS) of large scenes. Existing neural rendering methods generate realistic results, but primarily work for small scale scenes (<50 square meters) and have difficulty at large scale (>10000 square meters). Traditional graphics-based rasterization rendering is fast for large scenes but lacks realism and requires expensive manually created assets. Our approach combines the best of both worlds by taking a moderate-quality scaffold mesh as input and learning a neural texture field and shader to model view-dependant effects to enhance realism, while still using the standard graphics pipeline for real-time rendering. Our method outperforms existing neural rendering methods, providing at least 30x faster rendering with comparable or better realism for large self-driving and drone scenes. Our work is the first to enable real-time rendering of large real-world scenes.
REGEN: Real-Time Photorealism Enhancement in Games via a Dual-Stage Generative Network Framework
Photorealism is an important aspect of modern video games since it can shape the player experience and simultaneously impact the immersion, narrative engagement, and visual fidelity. Although recent hardware technological breakthroughs, along with state-of-the-art rendering technologies, have significantly improved the visual realism of video games, achieving true photorealism in dynamic environments at real-time frame rates still remains a major challenge due to the tradeoff between visual quality and performance. In this short paper, we present a novel approach for enhancing the photorealism of rendered game frames using generative adversarial networks. To this end, we propose Real-time photorealism Enhancement in Games via a dual-stage gEnerative Network framework (REGEN), which employs a robust unpaired image-to-image translation model to produce semantically consistent photorealistic frames that transform the problem into a simpler paired image-to-image translation task. This enables training with a lightweight method that can achieve real-time inference time without compromising visual quality. We demonstrate the effectiveness of our framework on Grand Theft Auto V, showing that the approach achieves visual results comparable to the ones produced by the robust unpaired Im2Im method while improving inference speed by 32.14 times. Our findings also indicate that the results outperform the photorealism-enhanced frames produced by directly training a lightweight unpaired Im2Im translation method to translate the video game frames towards the visual characteristics of real-world images. Code, pre-trained models, and demos for this work are available at: https://github.com/stefanos50/REGEN.
MaGRITTe: Manipulative and Generative 3D Realization from Image, Topview and Text
The generation of 3D scenes from user-specified conditions offers a promising avenue for alleviating the production burden in 3D applications. Previous studies required significant effort to realize the desired scene, owing to limited control conditions. We propose a method for controlling and generating 3D scenes under multimodal conditions using partial images, layout information represented in the top view, and text prompts. Combining these conditions to generate a 3D scene involves the following significant difficulties: (1) the creation of large datasets, (2) reflection on the interaction of multimodal conditions, and (3) domain dependence of the layout conditions. We decompose the process of 3D scene generation into 2D image generation from the given conditions and 3D scene generation from 2D images. 2D image generation is achieved by fine-tuning a pretrained text-to-image model with a small artificial dataset of partial images and layouts, and 3D scene generation is achieved by layout-conditioned depth estimation and neural radiance fields (NeRF), thereby avoiding the creation of large datasets. The use of a common representation of spatial information using 360-degree images allows for the consideration of multimodal condition interactions and reduces the domain dependence of the layout control. The experimental results qualitatively and quantitatively demonstrated that the proposed method can generate 3D scenes in diverse domains, from indoor to outdoor, according to multimodal conditions.
Scene-Conditional 3D Object Stylization and Composition
Recently, 3D generative models have made impressive progress, enabling the generation of almost arbitrary 3D assets from text or image inputs. However, these approaches generate objects in isolation without any consideration for the scene where they will eventually be placed. In this paper, we propose a framework that allows for the stylization of an existing 3D asset to fit into a given 2D scene, and additionally produce a photorealistic composition as if the asset was placed within the environment. This not only opens up a new level of control for object stylization, for example, the same assets can be stylized to reflect changes in the environment, such as summer to winter or fantasy versus futuristic settings-but also makes the object-scene composition more controllable. We achieve this by combining modeling and optimizing the object's texture and environmental lighting through differentiable ray tracing with image priors from pre-trained text-to-image diffusion models. We demonstrate that our method is applicable to a wide variety of indoor and outdoor scenes and arbitrary objects.
RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS
Recent advances in view synthesis and real-time rendering have achieved photorealistic quality at impressive rendering speeds. While Radiance Field-based methods achieve state-of-the-art quality in challenging scenarios such as in-the-wild captures and large-scale scenes, they often suffer from excessively high compute requirements linked to volumetric rendering. Gaussian Splatting-based methods, on the other hand, rely on rasterization and naturally achieve real-time rendering but suffer from brittle optimization heuristics that underperform on more challenging scenes. In this work, we present RadSplat, a lightweight method for robust real-time rendering of complex scenes. Our main contributions are threefold. First, we use radiance fields as a prior and supervision signal for optimizing point-based scene representations, leading to improved quality and more robust optimization. Next, we develop a novel pruning technique reducing the overall point count while maintaining high quality, leading to smaller and more compact scene representations with faster inference speeds. Finally, we propose a novel test-time filtering approach that further accelerates rendering and allows to scale to larger, house-sized scenes. We find that our method enables state-of-the-art synthesis of complex captures at 900+ FPS.
A Closed-form Solution to Photorealistic Image Stylization
Photorealistic image stylization concerns transferring style of a reference photo to a content photo with the constraint that the stylized photo should remain photorealistic. While several photorealistic image stylization methods exist, they tend to generate spatially inconsistent stylizations with noticeable artifacts. In this paper, we propose a method to address these issues. The proposed method consists of a stylization step and a smoothing step. While the stylization step transfers the style of the reference photo to the content photo, the smoothing step ensures spatially consistent stylizations. Each of the steps has a closed-form solution and can be computed efficiently. We conduct extensive experimental validations. The results show that the proposed method generates photorealistic stylization outputs that are more preferred by human subjects as compared to those by the competing methods while running much faster. Source code and additional results are available at https://github.com/NVIDIA/FastPhotoStyle .
SynthLight: Portrait Relighting with Diffusion Model by Learning to Re-render Synthetic Faces
We introduce SynthLight, a diffusion model for portrait relighting. Our approach frames image relighting as a re-rendering problem, where pixels are transformed in response to changes in environmental lighting conditions. Using a physically-based rendering engine, we synthesize a dataset to simulate this lighting-conditioned transformation with 3D head assets under varying lighting. We propose two training and inference strategies to bridge the gap between the synthetic and real image domains: (1) multi-task training that takes advantage of real human portraits without lighting labels; (2) an inference time diffusion sampling procedure based on classifier-free guidance that leverages the input portrait to better preserve details. Our method generalizes to diverse real photographs and produces realistic illumination effects, including specular highlights and cast shadows, while preserving the subject's identity. Our quantitative experiments on Light Stage data demonstrate results comparable to state-of-the-art relighting methods. Our qualitative results on in-the-wild images showcase rich and unprecedented illumination effects. Project Page: https://vrroom.github.io/synthlight/
Realistic Saliency Guided Image Enhancement
Common editing operations performed by professional photographers include the cleanup operations: de-emphasizing distracting elements and enhancing subjects. These edits are challenging, requiring a delicate balance between manipulating the viewer's attention while maintaining photo realism. While recent approaches can boast successful examples of attention attenuation or amplification, most of them also suffer from frequent unrealistic edits. We propose a realism loss for saliency-guided image enhancement to maintain high realism across varying image types, while attenuating distractors and amplifying objects of interest. Evaluations with professional photographers confirm that we achieve the dual objective of realism and effectiveness, and outperform the recent approaches on their own datasets, while requiring a smaller memory footprint and runtime. We thus offer a viable solution for automating image enhancement and photo cleanup operations.
UniDream: Unifying Diffusion Priors for Relightable Text-to-3D Generation
Recent advancements in text-to-3D generation technology have significantly advanced the conversion of textual descriptions into imaginative well-geometrical and finely textured 3D objects. Despite these developments, a prevalent limitation arises from the use of RGB data in diffusion or reconstruction models, which often results in models with inherent lighting and shadows effects that detract from their realism, thereby limiting their usability in applications that demand accurate relighting capabilities. To bridge this gap, we present UniDream, a text-to-3D generation framework by incorporating unified diffusion priors. Our approach consists of three main components: (1) a dual-phase training process to get albedo-normal aligned multi-view diffusion and reconstruction models, (2) a progressive generation procedure for geometry and albedo-textures based on Score Distillation Sample (SDS) using the trained reconstruction and diffusion models, and (3) an innovative application of SDS for finalizing PBR generation while keeping a fixed albedo based on Stable Diffusion model. Extensive evaluations demonstrate that UniDream surpasses existing methods in generating 3D objects with clearer albedo textures, smoother surfaces, enhanced realism, and superior relighting capabilities.
PaintScene4D: Consistent 4D Scene Generation from Text Prompts
Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/
Controllable Shadow Generation with Single-Step Diffusion Models from Synthetic Data
Realistic shadow generation is a critical component for high-quality image compositing and visual effects, yet existing methods suffer from certain limitations: Physics-based approaches require a 3D scene geometry, which is often unavailable, while learning-based techniques struggle with control and visual artifacts. We introduce a novel method for fast, controllable, and background-free shadow generation for 2D object images. We create a large synthetic dataset using a 3D rendering engine to train a diffusion model for controllable shadow generation, generating shadow maps for diverse light source parameters. Through extensive ablation studies, we find that rectified flow objective achieves high-quality results with just a single sampling step enabling real-time applications. Furthermore, our experiments demonstrate that the model generalizes well to real-world images. To facilitate further research in evaluating quality and controllability in shadow generation, we release a new public benchmark containing a diverse set of object images and shadow maps in various settings. The project page is available at https://gojasper.github.io/controllable-shadow-generation-project/
3D Photography using Context-aware Layered Depth Inpainting
We propose a method for converting a single RGB-D input image into a 3D photo - a multi-layer representation for novel view synthesis that contains hallucinated color and depth structures in regions occluded in the original view. We use a Layered Depth Image with explicit pixel connectivity as underlying representation, and present a learning-based inpainting model that synthesizes new local color-and-depth content into the occluded region in a spatial context-aware manner. The resulting 3D photos can be efficiently rendered with motion parallax using standard graphics engines. We validate the effectiveness of our method on a wide range of challenging everyday scenes and show fewer artifacts compared with the state of the arts.
SwitchLight: Co-design of Physics-driven Architecture and Pre-training Framework for Human Portrait Relighting
We introduce a co-designed approach for human portrait relighting that combines a physics-guided architecture with a pre-training framework. Drawing on the Cook-Torrance reflectance model, we have meticulously configured the architecture design to precisely simulate light-surface interactions. Furthermore, to overcome the limitation of scarce high-quality lightstage data, we have developed a self-supervised pre-training strategy. This novel combination of accurate physical modeling and expanded training dataset establishes a new benchmark in relighting realism.
NeRF as Non-Distant Environment Emitter in Physics-based Inverse Rendering
Physics-based inverse rendering aims to jointly optimize shape, materials, and lighting from captured 2D images. Here lighting is an important part of achieving faithful light transport simulation. While the environment map is commonly used as the lighting model in inverse rendering, we show that its distant lighting assumption leads to spatial invariant lighting, which can be an inaccurate approximation in real-world inverse rendering. We propose to use NeRF as a spatially varying environment lighting model and build an inverse rendering pipeline using NeRF as the non-distant environment emitter. By comparing our method with the environment map on real and synthetic datasets, we show that our NeRF-based emitter models the scene lighting more accurately and leads to more accurate inverse rendering. Project page and video: https://nerfemitterpbir.github.io/.
Tell Me What You See: Text-Guided Real-World Image Denoising
Image reconstruction in low-light conditions is a challenging problem. Many solutions have been proposed for it, where the main approach is trying to learn a good prior of natural images along with modeling the true statistics of the noise in the scene. In the presence of very low lighting conditions, such approaches are usually not enough, and additional information is required, e.g., in the form of using multiple captures. In this work, we suggest as an alternative to add a description of the scene as prior, which can be easily done by the photographer who is capturing the scene. Using a text-conditioned diffusion model, we show that adding image caption information improves significantly the image reconstruction in low-light conditions on both synthetic and real-world images.
Bridging the Gap: Studio-like Avatar Creation from a Monocular Phone Capture
Creating photorealistic avatars for individuals traditionally involves extensive capture sessions with complex and expensive studio devices like the LightStage system. While recent strides in neural representations have enabled the generation of photorealistic and animatable 3D avatars from quick phone scans, they have the capture-time lighting baked-in, lack facial details and have missing regions in areas such as the back of the ears. Thus, they lag in quality compared to studio-captured avatars. In this paper, we propose a method that bridges this gap by generating studio-like illuminated texture maps from short, monocular phone captures. We do this by parameterizing the phone texture maps using the W^+ space of a StyleGAN2, enabling near-perfect reconstruction. Then, we finetune a StyleGAN2 by sampling in the W^+ parameterized space using a very small set of studio-captured textures as an adversarial training signal. To further enhance the realism and accuracy of facial details, we super-resolve the output of the StyleGAN2 using carefully designed diffusion model that is guided by image gradients of the phone-captured texture map. Once trained, our method excels at producing studio-like facial texture maps from casual monocular smartphone videos. Demonstrating its capabilities, we showcase the generation of photorealistic, uniformly lit, complete avatars from monocular phone captures. http://shahrukhathar.github.io/2024/07/22/Bridging.html{The project page can be found here.}
Scene4U: Hierarchical Layered 3D Scene Reconstruction from Single Panoramic Image for Your Immerse Exploration
The reconstruction of immersive and realistic 3D scenes holds significant practical importance in various fields of computer vision and computer graphics. Typically, immersive and realistic scenes should be free from obstructions by dynamic objects, maintain global texture consistency, and allow for unrestricted exploration. The current mainstream methods for image-driven scene construction involves iteratively refining the initial image using a moving virtual camera to generate the scene. However, previous methods struggle with visual discontinuities due to global texture inconsistencies under varying camera poses, and they frequently exhibit scene voids caused by foreground-background occlusions. To this end, we propose a novel layered 3D scene reconstruction framework from panoramic image, named Scene4U. Specifically, Scene4U integrates an open-vocabulary segmentation model with a large language model to decompose a real panorama into multiple layers. Then, we employs a layered repair module based on diffusion model to restore occluded regions using visual cues and depth information, generating a hierarchical representation of the scene. The multi-layer panorama is then initialized as a 3D Gaussian Splatting representation, followed by layered optimization, which ultimately produces an immersive 3D scene with semantic and structural consistency that supports free exploration. Scene4U outperforms state-of-the-art method, improving by 24.24% in LPIPS and 24.40% in BRISQUE, while also achieving the fastest training speed. Additionally, to demonstrate the robustness of Scene4U and allow users to experience immersive scenes from various landmarks, we build WorldVista3D dataset for 3D scene reconstruction, which contains panoramic images of globally renowned sites. The implementation code and dataset will be released at https://github.com/LongHZ140516/Scene4U .
Consistency-diversity-realism Pareto fronts of conditional image generative models
Building world models that accurately and comprehensively represent the real world is the utmost aspiration for conditional image generative models as it would enable their use as world simulators. For these models to be successful world models, they should not only excel at image quality and prompt-image consistency but also ensure high representation diversity. However, current research in generative models mostly focuses on creative applications that are predominantly concerned with human preferences of image quality and aesthetics. We note that generative models have inference time mechanisms - or knobs - that allow the control of generation consistency, quality, and diversity. In this paper, we use state-of-the-art text-to-image and image-and-text-to-image models and their knobs to draw consistency-diversity-realism Pareto fronts that provide a holistic view on consistency-diversity-realism multi-objective. Our experiments suggest that realism and consistency can both be improved simultaneously; however there exists a clear tradeoff between realism/consistency and diversity. By looking at Pareto optimal points, we note that earlier models are better at representation diversity and worse in consistency/realism, and more recent models excel in consistency/realism while decreasing significantly the representation diversity. By computing Pareto fronts on a geodiverse dataset, we find that the first version of latent diffusion models tends to perform better than more recent models in all axes of evaluation, and there exist pronounced consistency-diversity-realism disparities between geographical regions. Overall, our analysis clearly shows that there is no best model and the choice of model should be determined by the downstream application. With this analysis, we invite the research community to consider Pareto fronts as an analytical tool to measure progress towards world models.
Refracting Reality: Generating Images with Realistic Transparent Objects
Generative image models can produce convincingly real images, with plausible shapes, textures, layouts and lighting. However, one domain in which they perform notably poorly is in the synthesis of transparent objects, which exhibit refraction, reflection, absorption and scattering. Refraction is a particular challenge, because refracted pixel rays often intersect with surfaces observed in other parts of the image, providing a constraint on the color. It is clear from inspection that generative models have not distilled the laws of optics sufficiently well to accurately render refractive objects. In this work, we consider the problem of generating images with accurate refraction, given a text prompt. We synchronize the pixels within the object's boundary with those outside by warping and merging the pixels using Snell's Law of Refraction, at each step of the generation trajectory. For those surfaces that are not directly observed in the image, but are visible via refraction or reflection, we recover their appearance by synchronizing the image with a second generated image -- a panorama centered at the object -- using the same warping and merging procedure. We demonstrate that our approach generates much more optically-plausible images that respect the physical constraints.
Ray Conditioning: Trading Photo-consistency for Photo-realism in Multi-view Image Generation
Multi-view image generation attracts particular attention these days due to its promising 3D-related applications, e.g., image viewpoint editing. Most existing methods follow a paradigm where a 3D representation is first synthesized, and then rendered into 2D images to ensure photo-consistency across viewpoints. However, such explicit bias for photo-consistency sacrifices photo-realism, causing geometry artifacts and loss of fine-scale details when these methods are applied to edit real images. To address this issue, we propose ray conditioning, a geometry-free alternative that relaxes the photo-consistency constraint. Our method generates multi-view images by conditioning a 2D GAN on a light field prior. With explicit viewpoint control, state-of-the-art photo-realism and identity consistency, our method is particularly suited for the viewpoint editing task.
DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
The increasing demand for virtual reality applications has highlighted the significance of crafting immersive 3D assets. We present a text-to-3D 360^{circ} scene generation pipeline that facilitates the creation of comprehensive 360^{circ} scenes for in-the-wild environments in a matter of minutes. Our approach utilizes the generative power of a 2D diffusion model and prompt self-refinement to create a high-quality and globally coherent panoramic image. This image acts as a preliminary "flat" (2D) scene representation. Subsequently, it is lifted into 3D Gaussians, employing splatting techniques to enable real-time exploration. To produce consistent 3D geometry, our pipeline constructs a spatially coherent structure by aligning the 2D monocular depth into a globally optimized point cloud. This point cloud serves as the initial state for the centroids of 3D Gaussians. In order to address invisible issues inherent in single-view inputs, we impose semantic and geometric constraints on both synthesized and input camera views as regularizations. These guide the optimization of Gaussians, aiding in the reconstruction of unseen regions. In summary, our method offers a globally consistent 3D scene within a 360^{circ} perspective, providing an enhanced immersive experience over existing techniques. Project website at: http://dreamscene360.github.io/
DRAWER: Digital Reconstruction and Articulation With Environment Realism
Creating virtual digital replicas from real-world data unlocks significant potential across domains like gaming and robotics. In this paper, we present DRAWER, a novel framework that converts a video of a static indoor scene into a photorealistic and interactive digital environment. Our approach centers on two main contributions: (i) a reconstruction module based on a dual scene representation that reconstructs the scene with fine-grained geometric details, and (ii) an articulation module that identifies articulation types and hinge positions, reconstructs simulatable shapes and appearances and integrates them into the scene. The resulting virtual environment is photorealistic, interactive, and runs in real time, with compatibility for game engines and robotic simulation platforms. We demonstrate the potential of DRAWER by using it to automatically create an interactive game in Unreal Engine and to enable real-to-sim-to-real transfer for robotics applications.
Real-time Neural Rendering of LiDAR Point Clouds
Static LiDAR scanners produce accurate, dense, colored point clouds, but often contain obtrusive artifacts which makes them ill-suited for direct display. We propose an efficient method to render photorealistic images of such scans without any expensive preprocessing or training of a scene-specific model. A naive projection of the point cloud to the output view using 1x1 pixels is fast and retains the available detail, but also results in unintelligible renderings as background points leak in between the foreground pixels. The key insight is that these projections can be transformed into a realistic result using a deep convolutional model in the form of a U-Net, and a depth-based heuristic that prefilters the data. The U-Net also handles LiDAR-specific problems such as missing parts due to occlusion, color inconsistencies and varying point densities. We also describe a method to generate synthetic training data to deal with imperfectly-aligned ground truth images. Our method achieves real-time rendering rates using an off-the-shelf GPU and outperforms the state-of-the-art in both speed and quality.
Alignment-free HDR Deghosting with Semantics Consistent Transformer
High dynamic range (HDR) imaging aims to retrieve information from multiple low-dynamic range inputs to generate realistic output. The essence is to leverage the contextual information, including both dynamic and static semantics, for better image generation. Existing methods often focus on the spatial misalignment across input frames caused by the foreground and/or camera motion. However, there is no research on jointly leveraging the dynamic and static context in a simultaneous manner. To delve into this problem, we propose a novel alignment-free network with a Semantics Consistent Transformer (SCTNet) with both spatial and channel attention modules in the network. The spatial attention aims to deal with the intra-image correlation to model the dynamic motion, while the channel attention enables the inter-image intertwining to enhance the semantic consistency across frames. Aside from this, we introduce a novel realistic HDR dataset with more variations in foreground objects, environmental factors, and larger motions. Extensive comparisons on both conventional datasets and ours validate the effectiveness of our method, achieving the best trade-off on the performance and the computational cost.
Beyond Reconstruction: A Physics Based Neural Deferred Shader for Photo-realistic Rendering
Deep learning based rendering has demonstrated major improvements for photo-realistic image synthesis, applicable to various applications including visual effects in movies and photo-realistic scene building in video games. However, a significant limitation is the difficulty of decomposing the illumination and material parameters, which limits such methods to reconstruct an input scene, without any possibility to control these parameters. This paper introduces a novel physics based neural deferred shading pipeline to decompose the data-driven rendering process, learn a generalizable shading function to produce photo-realistic results for shading and relighting tasks, we also provide a shadow estimator to efficiently mimic shadowing effect. Our model achieves improved performance compared to classical models and a state-of-art neural shading model, and enables generalizable photo-realistic shading from arbitrary illumination input.
Augmented Conditioning Is Enough For Effective Training Image Generation
Image generation abilities of text-to-image diffusion models have significantly advanced, yielding highly photo-realistic images from descriptive text and increasing the viability of leveraging synthetic images to train computer vision models. To serve as effective training data, generated images must be highly realistic while also sufficiently diverse within the support of the target data distribution. Yet, state-of-the-art conditional image generation models have been primarily optimized for creative applications, prioritizing image realism and prompt adherence over conditional diversity. In this paper, we investigate how to improve the diversity of generated images with the goal of increasing their effectiveness to train downstream image classification models, without fine-tuning the image generation model. We find that conditioning the generation process on an augmented real image and text prompt produces generations that serve as effective synthetic datasets for downstream training. Conditioning on real training images contextualizes the generation process to produce images that are in-domain with the real image distribution, while data augmentations introduce visual diversity that improves the performance of the downstream classifier. We validate augmentation-conditioning on a total of five established long-tail and few-shot image classification benchmarks and show that leveraging augmentations to condition the generation process results in consistent improvements over the state-of-the-art on the long-tailed benchmark and remarkable gains in extreme few-shot regimes of the remaining four benchmarks. These results constitute an important step towards effectively leveraging synthetic data for downstream training.
CityDreamer: Compositional Generative Model of Unbounded 3D Cities
In recent years, extensive research has focused on 3D natural scene generation, but the domain of 3D city generation has not received as much exploration. This is due to the greater challenges posed by 3D city generation, mainly because humans are more sensitive to structural distortions in urban environments. Additionally, generating 3D cities is more complex than 3D natural scenes since buildings, as objects of the same class, exhibit a wider range of appearances compared to the relatively consistent appearance of objects like trees in natural scenes. To address these challenges, we propose CityDreamer, a compositional generative model designed specifically for unbounded 3D cities, which separates the generation of building instances from other background objects, such as roads, green lands, and water areas, into distinct modules. Furthermore, we construct two datasets, OSM and GoogleEarth, containing a vast amount of real-world city imagery to enhance the realism of the generated 3D cities both in their layouts and appearances. Through extensive experiments, CityDreamer has proven its superiority over state-of-the-art methods in generating a wide range of lifelike 3D cities.
Relightful Harmonization: Lighting-aware Portrait Background Replacement
Portrait harmonization aims to composite a subject into a new background, adjusting its lighting and color to ensure harmony with the background scene. Existing harmonization techniques often only focus on adjusting the global color and brightness of the foreground and ignore crucial illumination cues from the background such as apparent lighting direction, leading to unrealistic compositions. We introduce Relightful Harmonization, a lighting-aware diffusion model designed to seamlessly harmonize sophisticated lighting effect for the foreground portrait using any background image. Our approach unfolds in three stages. First, we introduce a lighting representation module that allows our diffusion model to encode lighting information from target image background. Second, we introduce an alignment network that aligns lighting features learned from image background with lighting features learned from panorama environment maps, which is a complete representation for scene illumination. Last, to further boost the photorealism of the proposed method, we introduce a novel data simulation pipeline that generates synthetic training pairs from a diverse range of natural images, which are used to refine the model. Our method outperforms existing benchmarks in visual fidelity and lighting coherence, showing superior generalization in real-world testing scenarios, highlighting its versatility and practicality.
RAP: 3D Rasterization Augmented End-to-End Planning
Imitation learning for end-to-end driving trains policies only on expert demonstrations. Once deployed in a closed loop, such policies lack recovery data: small mistakes cannot be corrected and quickly compound into failures. A promising direction is to generate alternative viewpoints and trajectories beyond the logged path. Prior work explores photorealistic digital twins via neural rendering or game engines, but these methods are prohibitively slow and costly, and thus mainly used for evaluation. In this work, we argue that photorealism is unnecessary for training end-to-end planners. What matters is semantic fidelity and scalability: driving depends on geometry and dynamics, not textures or lighting. Motivated by this, we propose 3D Rasterization, which replaces costly rendering with lightweight rasterization of annotated primitives, enabling augmentations such as counterfactual recovery maneuvers and cross-agent view synthesis. To transfer these synthetic views effectively to real-world deployment, we introduce a Raster-to-Real feature-space alignment that bridges the sim-to-real gap. Together, these components form Rasterization Augmented Planning (RAP), a scalable data augmentation pipeline for planning. RAP achieves state-of-the-art closed-loop robustness and long-tail generalization, ranking first on four major benchmarks: NAVSIM v1/v2, Waymo Open Dataset Vision-based E2E Driving, and Bench2Drive. Our results show that lightweight rasterization with feature alignment suffices to scale E2E training, offering a practical alternative to photorealistic rendering. Project page: https://alan-lanfeng.github.io/RAP/.
PICABench: How Far Are We from Physically Realistic Image Editing?
Image editing has achieved remarkable progress recently. Modern editing models could already follow complex instructions to manipulate the original content. However, beyond completing the editing instructions, the accompanying physical effects are the key to the generation realism. For example, removing an object should also remove its shadow, reflections, and interactions with nearby objects. Unfortunately, existing models and benchmarks mainly focus on instruction completion but overlook these physical effects. So, at this moment, how far are we from physically realistic image editing? To answer this, we introduce PICABench, which systematically evaluates physical realism across eight sub-dimension (spanning optics, mechanics, and state transitions) for most of the common editing operations (add, remove, attribute change, etc). We further propose the PICAEval, a reliable evaluation protocol that uses VLM-as-a-judge with per-case, region-level human annotations and questions. Beyond benchmarking, we also explore effective solutions by learning physics from videos and construct a training dataset PICA-100K. After evaluating most of the mainstream models, we observe that physical realism remains a challenging problem with large rooms to explore. We hope that our benchmark and proposed solutions can serve as a foundation for future work moving from naive content editing toward physically consistent realism.
Neural Scene Chronology
In this work, we aim to reconstruct a time-varying 3D model, capable of rendering photo-realistic renderings with independent control of viewpoint, illumination, and time, from Internet photos of large-scale landmarks. The core challenges are twofold. First, different types of temporal changes, such as illumination and changes to the underlying scene itself (such as replacing one graffiti artwork with another) are entangled together in the imagery. Second, scene-level temporal changes are often discrete and sporadic over time, rather than continuous. To tackle these problems, we propose a new scene representation equipped with a novel temporal step function encoding method that can model discrete scene-level content changes as piece-wise constant functions over time. Specifically, we represent the scene as a space-time radiance field with a per-image illumination embedding, where temporally-varying scene changes are encoded using a set of learned step functions. To facilitate our task of chronology reconstruction from Internet imagery, we also collect a new dataset of four scenes that exhibit various changes over time. We demonstrate that our method exhibits state-of-the-art view synthesis results on this dataset, while achieving independent control of viewpoint, time, and illumination.
LightLab: Controlling Light Sources in Images with Diffusion Models
We present a simple, yet effective diffusion-based method for fine-grained, parametric control over light sources in an image. Existing relighting methods either rely on multiple input views to perform inverse rendering at inference time, or fail to provide explicit control over light changes. Our method fine-tunes a diffusion model on a small set of real raw photograph pairs, supplemented by synthetically rendered images at scale, to elicit its photorealistic prior for relighting. We leverage the linearity of light to synthesize image pairs depicting controlled light changes of either a target light source or ambient illumination. Using this data and an appropriate fine-tuning scheme, we train a model for precise illumination changes with explicit control over light intensity and color. Lastly, we show how our method can achieve compelling light editing results, and outperforms existing methods based on user preference.
CAMPARI: Camera-Aware Decomposed Generative Neural Radiance Fields
Tremendous progress in deep generative models has led to photorealistic image synthesis. While achieving compelling results, most approaches operate in the two-dimensional image domain, ignoring the three-dimensional nature of our world. Several recent works therefore propose generative models which are 3D-aware, i.e., scenes are modeled in 3D and then rendered differentiably to the image plane. This leads to impressive 3D consistency, but incorporating such a bias comes at a price: the camera needs to be modeled as well. Current approaches assume fixed intrinsics and a predefined prior over camera pose ranges. As a result, parameter tuning is typically required for real-world data, and results degrade if the data distribution is not matched. Our key hypothesis is that learning a camera generator jointly with the image generator leads to a more principled approach to 3D-aware image synthesis. Further, we propose to decompose the scene into a background and foreground model, leading to more efficient and disentangled scene representations. While training from raw, unposed image collections, we learn a 3D- and camera-aware generative model which faithfully recovers not only the image but also the camera data distribution. At test time, our model generates images with explicit control over the camera as well as the shape and appearance of the scene.
Magic Fixup: Streamlining Photo Editing by Watching Dynamic Videos
We propose a generative model that, given a coarsely edited image, synthesizes a photorealistic output that follows the prescribed layout. Our method transfers fine details from the original image and preserves the identity of its parts. Yet, it adapts it to the lighting and context defined by the new layout. Our key insight is that videos are a powerful source of supervision for this task: objects and camera motions provide many observations of how the world changes with viewpoint, lighting, and physical interactions. We construct an image dataset in which each sample is a pair of source and target frames extracted from the same video at randomly chosen time intervals. We warp the source frame toward the target using two motion models that mimic the expected test-time user edits. We supervise our model to translate the warped image into the ground truth, starting from a pretrained diffusion model. Our model design explicitly enables fine detail transfer from the source frame to the generated image, while closely following the user-specified layout. We show that by using simple segmentations and coarse 2D manipulations, we can synthesize a photorealistic edit faithful to the user's input while addressing second-order effects like harmonizing the lighting and physical interactions between edited objects.
SAMURAI: Shape And Material from Unconstrained Real-world Arbitrary Image collections
Inverse rendering of an object under entirely unknown capture conditions is a fundamental challenge in computer vision and graphics. Neural approaches such as NeRF have achieved photorealistic results on novel view synthesis, but they require known camera poses. Solving this problem with unknown camera poses is highly challenging as it requires joint optimization over shape, radiance, and pose. This problem is exacerbated when the input images are captured in the wild with varying backgrounds and illuminations. Standard pose estimation techniques fail in such image collections in the wild due to very few estimated correspondences across images. Furthermore, NeRF cannot relight a scene under any illumination, as it operates on radiance (the product of reflectance and illumination). We propose a joint optimization framework to estimate the shape, BRDF, and per-image camera pose and illumination. Our method works on in-the-wild online image collections of an object and produces relightable 3D assets for several use-cases such as AR/VR. To our knowledge, our method is the first to tackle this severely unconstrained task with minimal user interaction. Project page: https://markboss.me/publication/2022-samurai/ Video: https://youtu.be/LlYuGDjXp-8
LiveHand: Real-time and Photorealistic Neural Hand Rendering
The human hand is the main medium through which we interact with our surroundings, making its digitization an important problem. While there are several works modeling the geometry of hands, little attention has been paid to capturing photo-realistic appearance. Moreover, for applications in extended reality and gaming, real-time rendering is critical. We present the first neural-implicit approach to photo-realistically render hands in real-time. This is a challenging problem as hands are textured and undergo strong articulations with pose-dependent effects. However, we show that this aim is achievable through our carefully designed method. This includes training on a low-resolution rendering of a neural radiance field, together with a 3D-consistent super-resolution module and mesh-guided sampling and space canonicalization. We demonstrate a novel application of perceptual loss on the image space, which is critical for learning details accurately. We also show a live demo where we photo-realistically render the human hand in real-time for the first time, while also modeling pose- and view-dependent appearance effects. We ablate all our design choices and show that they optimize for rendering speed and quality. Video results and our code can be accessed from https://vcai.mpi-inf.mpg.de/projects/LiveHand/
SynthForge: Synthesizing High-Quality Face Dataset with Controllable 3D Generative Models
Recent advancements in generative models have unlocked the capabilities to render photo-realistic data in a controllable fashion. Trained on the real data, these generative models are capable of producing realistic samples with minimal to no domain gap, as compared to the traditional graphics rendering. However, using the data generated using such models for training downstream tasks remains under-explored, mainly due to the lack of 3D consistent annotations. Moreover, controllable generative models are learned from massive data and their latent space is often too vast to obtain meaningful sample distributions for downstream task with limited generation. To overcome these challenges, we extract 3D consistent annotations from an existing controllable generative model, making the data useful for downstream tasks. Our experiments show competitive performance against state-of-the-art models using only generated synthetic data, demonstrating potential for solving downstream tasks. Project page: https://synth-forge.github.io
ClimateGAN: Raising Climate Change Awareness by Generating Images of Floods
Climate change is a major threat to humanity, and the actions required to prevent its catastrophic consequences include changes in both policy-making and individual behaviour. However, taking action requires understanding the effects of climate change, even though they may seem abstract and distant. Projecting the potential consequences of extreme climate events such as flooding in familiar places can help make the abstract impacts of climate change more concrete and encourage action. As part of a larger initiative to build a website that projects extreme climate events onto user-chosen photos, we present our solution to simulate photo-realistic floods on authentic images. To address this complex task in the absence of suitable training data, we propose ClimateGAN, a model that leverages both simulated and real data for unsupervised domain adaptation and conditional image generation. In this paper, we describe the details of our framework, thoroughly evaluate components of our architecture and demonstrate that our model is capable of robustly generating photo-realistic flooding.
ClimateNeRF: Extreme Weather Synthesis in Neural Radiance Field
Physical simulations produce excellent predictions of weather effects. Neural radiance fields produce SOTA scene models. We describe a novel NeRF-editing procedure that can fuse physical simulations with NeRF models of scenes, producing realistic movies of physical phenomena in those scenes. Our application -- Climate NeRF -- allows people to visualize what climate change outcomes will do to them. ClimateNeRF allows us to render realistic weather effects, including smog, snow, and flood. Results can be controlled with physically meaningful variables like water level. Qualitative and quantitative studies show that our simulated results are significantly more realistic than those from SOTA 2D image editing and SOTA 3D NeRF stylization.
Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives
Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations. Code and video results are available at https://www.tmonnier.com/DBW .
Strata-NeRF : Neural Radiance Fields for Stratified Scenes
Neural Radiance Field (NeRF) approaches learn the underlying 3D representation of a scene and generate photo-realistic novel views with high fidelity. However, most proposed settings concentrate on modelling a single object or a single level of a scene. However, in the real world, we may capture a scene at multiple levels, resulting in a layered capture. For example, tourists usually capture a monument's exterior structure before capturing the inner structure. Modelling such scenes in 3D with seamless switching between levels can drastically improve immersive experiences. However, most existing techniques struggle in modelling such scenes. We propose Strata-NeRF, a single neural radiance field that implicitly captures a scene with multiple levels. Strata-NeRF achieves this by conditioning the NeRFs on Vector Quantized (VQ) latent representations which allow sudden changes in scene structure. We evaluate the effectiveness of our approach in multi-layered synthetic dataset comprising diverse scenes and then further validate its generalization on the real-world RealEstate10K dataset. We find that Strata-NeRF effectively captures stratified scenes, minimizes artifacts, and synthesizes high-fidelity views compared to existing approaches.
PreciseCam: Precise Camera Control for Text-to-Image Generation
Images as an artistic medium often rely on specific camera angles and lens distortions to convey ideas or emotions; however, such precise control is missing in current text-to-image models. We propose an efficient and general solution that allows precise control over the camera when generating both photographic and artistic images. Unlike prior methods that rely on predefined shots, we rely solely on four simple extrinsic and intrinsic camera parameters, removing the need for pre-existing geometry, reference 3D objects, and multi-view data. We also present a novel dataset with more than 57,000 images, along with their text prompts and ground-truth camera parameters. Our evaluation shows precise camera control in text-to-image generation, surpassing traditional prompt engineering approaches. Our data, model, and code are publicly available at https://graphics.unizar.es/projects/PreciseCam2024.
Material Palette: Extraction of Materials from a Single Image
In this paper, we propose a method to extract physically-based rendering (PBR) materials from a single real-world image. We do so in two steps: first, we map regions of the image to material concepts using a diffusion model, which allows the sampling of texture images resembling each material in the scene. Second, we benefit from a separate network to decompose the generated textures into Spatially Varying BRDFs (SVBRDFs), providing us with materials ready to be used in rendering applications. Our approach builds on existing synthetic material libraries with SVBRDF ground truth, but also exploits a diffusion-generated RGB texture dataset to allow generalization to new samples using unsupervised domain adaptation (UDA). Our contributions are thoroughly evaluated on synthetic and real-world datasets. We further demonstrate the applicability of our method for editing 3D scenes with materials estimated from real photographs. The code and models will be made open-source. Project page: https://astra-vision.github.io/MaterialPalette/
The Photographer Eye: Teaching Multimodal Large Language Models to See and Critique like Photographers
While editing directly from life, photographers have found it too difficult to see simultaneously both the blue and the sky. Photographer and curator, Szarkowski insightfully revealed one of the notable gaps between general and aesthetic visual understanding: while the former focuses on identifying the factual element in an image (sky), the latter transcends such object identification, viewing it instead as an aesthetic component--a pure color block (blue). Such fundamental distinctions between general (detection, localization, etc.) and aesthetic (color, lighting, composition, etc.) visual understanding present a significant challenge for Multimodal Large Language Models (MLLMs). Although some recent works have made initial explorations, they are often limited to general and basic aesthetic commonsense. As a result, they frequently fall short in real-world scenarios (Fig. 1), which require extensive expertise--including photographic techniques, photo pre/post-processing knowledge, and more, to provide a detailed analysis and description. To fundamentally enhance the aesthetics understanding of MLLMs, we first introduce a novel dataset, PhotoCritique, derived from extensive discussions among professional photographers and enthusiasts, and characterized by the large scale, expertise, and diversity. Then, to better learn visual aesthetics from PhotoCritique, we furthur propose a novel model, PhotoEye, featuring a languageguided multi-view vision fusion mechanism to understand image aesthetics from multiple perspectives. Finally, we present a novel benchmark, PhotoBench, a comprehensive and professional benchmark for aesthetic visual understanding. On existing benchmarks and PhotoBench, our model demonstrates clear advantages over existing models.
UrbanIR: Large-Scale Urban Scene Inverse Rendering from a Single Video
We show how to build a model that allows realistic, free-viewpoint renderings of a scene under novel lighting conditions from video. Our method -- UrbanIR: Urban Scene Inverse Rendering -- computes an inverse graphics representation from the video. UrbanIR jointly infers shape, albedo, visibility, and sun and sky illumination from a single video of unbounded outdoor scenes with unknown lighting. UrbanIR uses videos from cameras mounted on cars (in contrast to many views of the same points in typical NeRF-style estimation). As a result, standard methods produce poor geometry estimates (for example, roofs), and there are numerous ''floaters''. Errors in inverse graphics inference can result in strong rendering artifacts. UrbanIR uses novel losses to control these and other sources of error. UrbanIR uses a novel loss to make very good estimates of shadow volumes in the original scene. The resulting representations facilitate controllable editing, delivering photorealistic free-viewpoint renderings of relit scenes and inserted objects. Qualitative evaluation demonstrates strong improvements over the state-of-the-art.
Synthetic Data for Model Selection
Recent improvements in synthetic data generation make it possible to produce images that are highly photorealistic and indistinguishable from real ones. Furthermore, synthetic generation pipelines have the potential to generate an unlimited number of images. The combination of high photorealism and scale turn the synthetic data into a promising candidate for potentially improving various machine learning (ML) pipelines. Thus far, a large body of research in this field has focused on using synthetic images for training, by augmenting and enlarging training data. In contrast to using synthetic data for training, in this work we explore whether synthetic data can be beneficial for model selection. Considering the task of image classification, we demonstrate that when data is scarce, synthetic data can be used to replace the held out validation set, thus allowing to train on a larger dataset.
ImmerseGen: Agent-Guided Immersive World Generation with Alpha-Textured Proxies
Automatic creation of 3D scenes for immersive VR presence has been a significant research focus for decades. However, existing methods often rely on either high-poly mesh modeling with post-hoc simplification or massive 3D Gaussians, resulting in a complex pipeline or limited visual realism. In this paper, we demonstrate that such exhaustive modeling is unnecessary for achieving compelling immersive experience. We introduce ImmerseGen, a novel agent-guided framework for compact and photorealistic world modeling. ImmerseGen represents scenes as hierarchical compositions of lightweight geometric proxies, i.e., simplified terrain and billboard meshes, and generates photorealistic appearance by synthesizing RGBA textures onto these proxies. Specifically, we propose terrain-conditioned texturing for user-centric base world synthesis, and RGBA asset texturing for midground and foreground scenery. This reformulation offers several advantages: (i) it simplifies modeling by enabling agents to guide generative models in producing coherent textures that integrate seamlessly with the scene; (ii) it bypasses complex geometry creation and decimation by directly synthesizing photorealistic textures on proxies, preserving visual quality without degradation; (iii) it enables compact representations suitable for real-time rendering on mobile VR headsets. To automate scene creation from text prompts, we introduce VLM-based modeling agents enhanced with semantic grid-based analysis for improved spatial reasoning and accurate asset placement. ImmerseGen further enriches scenes with dynamic effects and ambient audio to support multisensory immersion. Experiments on scene generation and live VR showcases demonstrate that ImmerseGen achieves superior photorealism, spatial coherence and rendering efficiency compared to prior methods. Project webpage: https://immersegen.github.io.
UniRelight: Learning Joint Decomposition and Synthesis for Video Relighting
We address the challenge of relighting a single image or video, a task that demands precise scene intrinsic understanding and high-quality light transport synthesis. Existing end-to-end relighting models are often limited by the scarcity of paired multi-illumination data, restricting their ability to generalize across diverse scenes. Conversely, two-stage pipelines that combine inverse and forward rendering can mitigate data requirements but are susceptible to error accumulation and often fail to produce realistic outputs under complex lighting conditions or with sophisticated materials. In this work, we introduce a general-purpose approach that jointly estimates albedo and synthesizes relit outputs in a single pass, harnessing the generative capabilities of video diffusion models. This joint formulation enhances implicit scene comprehension and facilitates the creation of realistic lighting effects and intricate material interactions, such as shadows, reflections, and transparency. Trained on synthetic multi-illumination data and extensive automatically labeled real-world videos, our model demonstrates strong generalization across diverse domains and surpasses previous methods in both visual fidelity and temporal consistency.
PRM: Photometric Stereo based Large Reconstruction Model
We propose PRM, a novel photometric stereo based large reconstruction model to reconstruct high-quality meshes with fine-grained local details. Unlike previous large reconstruction models that prepare images under fixed and simple lighting as both input and supervision, PRM renders photometric stereo images by varying materials and lighting for the purposes, which not only improves the precise local details by providing rich photometric cues but also increases the model robustness to variations in the appearance of input images. To offer enhanced flexibility of images rendering, we incorporate a real-time physically-based rendering (PBR) method and mesh rasterization for online images rendering. Moreover, in employing an explicit mesh as our 3D representation, PRM ensures the application of differentiable PBR, which supports the utilization of multiple photometric supervisions and better models the specular color for high-quality geometry optimization. Our PRM leverages photometric stereo images to achieve high-quality reconstructions with fine-grained local details, even amidst sophisticated image appearances. Extensive experiments demonstrate that PRM significantly outperforms other models.
IntrinsiX: High-Quality PBR Generation using Image Priors
We introduce IntrinsiX, a novel method that generates high-quality intrinsic images from text description. In contrast to existing text-to-image models whose outputs contain baked-in scene lighting, our approach predicts physically-based rendering (PBR) maps. This enables the generated outputs to be used for content creation scenarios in core graphics applications that facilitate re-lighting, editing, and texture generation tasks. In order to train our generator, we exploit strong image priors, and pre-train separate models for each PBR material component (albedo, roughness, metallic, normals). We then align these models with a new cross-intrinsic attention formulation that concatenates key and value features in a consistent fashion. This allows us to exchange information between each output modality and to obtain semantically coherent PBR predictions. To ground each intrinsic component, we propose a rendering loss which provides image-space signals to constrain the model, thus facilitating sharp details also in the output BRDF properties. Our results demonstrate detailed intrinsic generation with strong generalization capabilities that outperforms existing intrinsic image decomposition methods used with generated images by a significant margin. Finally, we show a series of applications, including re-lighting, editing, and text-conditioned room-scale PBR texture generation.
Rephotography in the Digital Era: Mass Rephotography and re.photos, the Web Portal for Rephotography
Since the beginning of rephotography in the middle of the 19th century, techniques in registration, conservation, presentation, and sharing of rephotographs have come a long way. Here, we will present existing digital approaches to rephotography and discuss future approaches and requirements for digital mass rephotography. We present re.photos, an existing web portal for rephotography, featuring methods for collaborative rephotography, interactive image registration, as well as retrieval, organization, and sharing of rephotographs. For mass rephotography additional requirements must be met. Batches of template images and rephotographs must be handled simultaneously, image registration must be automated, and intuitive smartphone apps for rephotography must be available. Long--term storage with persistent identifiers, automatic or mass georeferencing, as well as gamification and social media integration are further requirements we will discuss in this paper.
Boosting 3D Object Generation through PBR Materials
Automatic 3D content creation has gained increasing attention recently, due to its potential in various applications such as video games, film industry, and AR/VR. Recent advancements in diffusion models and multimodal models have notably improved the quality and efficiency of 3D object generation given a single RGB image. However, 3D objects generated even by state-of-the-art methods are still unsatisfactory compared to human-created assets. Considering only textures instead of materials makes these methods encounter challenges in photo-realistic rendering, relighting, and flexible appearance editing. And they also suffer from severe misalignment between geometry and high-frequency texture details. In this work, we propose a novel approach to boost the quality of generated 3D objects from the perspective of Physics-Based Rendering (PBR) materials. By analyzing the components of PBR materials, we choose to consider albedo, roughness, metalness, and bump maps. For albedo and bump maps, we leverage Stable Diffusion fine-tuned on synthetic data to extract these values, with novel usages of these fine-tuned models to obtain 3D consistent albedo UV and bump UV for generated objects. In terms of roughness and metalness maps, we adopt a semi-automatic process to provide room for interactive adjustment, which we believe is more practical. Extensive experiments demonstrate that our model is generally beneficial for various state-of-the-art generation methods, significantly boosting the quality and realism of their generated 3D objects, with natural relighting effects and substantially improved geometry.
AI Playground: Unreal Engine-based Data Ablation Tool for Deep Learning
Machine learning requires data, but acquiring and labeling real-world data is challenging, expensive, and time-consuming. More importantly, it is nearly impossible to alter real data post-acquisition (e.g., change the illumination of a room), making it very difficult to measure how specific properties of the data affect performance. In this paper, we present AI Playground (AIP), an open-source, Unreal Engine-based tool for generating and labeling virtual image data. With AIP, it is trivial to capture the same image under different conditions (e.g., fidelity, lighting, etc.) and with different ground truths (e.g., depth or surface normal values). AIP is easily extendable and can be used with or without code. To validate our proposed tool, we generated eight datasets of otherwise identical but varying lighting and fidelity conditions. We then trained deep neural networks to predict (1) depth values, (2) surface normals, or (3) object labels and assessed each network's intra- and cross-dataset performance. Among other insights, we verified that sensitivity to different settings is problem-dependent. We confirmed the findings of other studies that segmentation models are very sensitive to fidelity, but we also found that they are just as sensitive to lighting. In contrast, depth and normal estimation models seem to be less sensitive to fidelity or lighting and more sensitive to the structure of the image. Finally, we tested our trained depth-estimation networks on two real-world datasets and obtained results comparable to training on real data alone, confirming that our virtual environments are realistic enough for real-world tasks.
VALERIE22 -- A photorealistic, richly metadata annotated dataset of urban environments
The VALERIE tool pipeline is a synthetic data generator developed with the goal to contribute to the understanding of domain-specific factors that influence perception performance of DNNs (deep neural networks). This work was carried out under the German research project KI Absicherung in order to develop a methodology for the validation of DNNs in the context of pedestrian detection in urban environments for automated driving. The VALERIE22 dataset was generated with the VALERIE procedural tools pipeline providing a photorealistic sensor simulation rendered from automatically synthesized scenes. The dataset provides a uniquely rich set of metadata, allowing extraction of specific scene and semantic features (like pixel-accurate occlusion rates, positions in the scene and distance + angle to the camera). This enables a multitude of possible tests on the data and we hope to stimulate research on understanding performance of DNNs. Based on performance metric a comparison with several other publicly available datasets is provided, demonstrating that VALERIE22 is one of best performing synthetic datasets currently available in the open domain.
Photorealistic Style Transfer via Wavelet Transforms
Recent style transfer models have provided promising artistic results. However, given a photograph as a reference style, existing methods are limited by spatial distortions or unrealistic artifacts, which should not happen in real photographs. We introduce a theoretically sound correction to the network architecture that remarkably enhances photorealism and faithfully transfers the style. The key ingredient of our method is wavelet transforms that naturally fits in deep networks. We propose a wavelet corrected transfer based on whitening and coloring transforms (WCT^2) that allows features to preserve their structural information and statistical properties of VGG feature space during stylization. This is the first and the only end-to-end model that can stylize a 1024times1024 resolution image in 4.7 seconds, giving a pleasing and photorealistic quality without any post-processing. Last but not least, our model provides a stable video stylization without temporal constraints. Our code, generated images, and pre-trained models are all available at https://github.com/ClovaAI/WCT2.
Sharp Monocular View Synthesis in Less Than a Second
We present SHARP, an approach to photorealistic view synthesis from a single image. Given a single photograph, SHARP regresses the parameters of a 3D Gaussian representation of the depicted scene. This is done in less than a second on a standard GPU via a single feedforward pass through a neural network. The 3D Gaussian representation produced by SHARP can then be rendered in real time, yielding high-resolution photorealistic images for nearby views. The representation is metric, with absolute scale, supporting metric camera movements. Experimental results demonstrate that SHARP delivers robust zero-shot generalization across datasets. It sets a new state of the art on multiple datasets, reducing LPIPS by 25-34% and DISTS by 21-43% versus the best prior model, while lowering the synthesis time by three orders of magnitude. Code and weights are provided at https://github.com/apple/ml-sharp
LuxDiT: Lighting Estimation with Video Diffusion Transformer
Estimating scene lighting from a single image or video remains a longstanding challenge in computer vision and graphics. Learning-based approaches are constrained by the scarcity of ground-truth HDR environment maps, which are expensive to capture and limited in diversity. While recent generative models offer strong priors for image synthesis, lighting estimation remains difficult due to its reliance on indirect visual cues, the need to infer global (non-local) context, and the recovery of high-dynamic-range outputs. We propose LuxDiT, a novel data-driven approach that fine-tunes a video diffusion transformer to generate HDR environment maps conditioned on visual input. Trained on a large synthetic dataset with diverse lighting conditions, our model learns to infer illumination from indirect visual cues and generalizes effectively to real-world scenes. To improve semantic alignment between the input and the predicted environment map, we introduce a low-rank adaptation finetuning strategy using a collected dataset of HDR panoramas. Our method produces accurate lighting predictions with realistic angular high-frequency details, outperforming existing state-of-the-art techniques in both quantitative and qualitative evaluations.
Erasing the Ephemeral: Joint Camera Refinement and Transient Object Removal for Street View Synthesis
Synthesizing novel views for urban environments is crucial for tasks like autonomous driving and virtual tours. Compared to object-level or indoor situations, outdoor settings present unique challenges, such as inconsistency across frames due to moving vehicles and camera pose drift over lengthy sequences. In this paper, we introduce a method that tackles these challenges on view synthesis for outdoor scenarios. We employ a neural point light field scene representation and strategically detect and mask out dynamic objects to reconstruct novel scenes without artifacts. Moreover, we simultaneously optimize camera pose along with the view synthesis process, and thus, we simultaneously refine both elements. Through validation on real-world urban datasets, we demonstrate state-of-the-art results in synthesizing novel views of urban scenes.
Crafting Physical Adversarial Examples by Combining Differentiable and Physically Based Renders
Recently we have witnessed progress in hiding road vehicles against object detectors through adversarial camouflage in the digital world. The extension of this technique to the physical world is crucial for testing the robustness of autonomous driving systems. However, existing methods do not show good performances when applied to the physical world. This is partly due to insufficient photorealism in training examples, and lack of proper physical realization methods for camouflage. To generate a robust adversarial camouflage suitable for real vehicles, we propose a novel method called PAV-Camou. We propose to adjust the mapping from the coordinates in the 2D map to those of corresponding 3D model. This process is critical for mitigating texture distortion and ensuring the camouflage's effectiveness when applied in the real world. Then we combine two renderers with different characteristics to obtain adversarial examples that are photorealistic that closely mimic real-world lighting and texture properties. The method ensures that the generated textures remain effective under diverse environmental conditions. Our adversarial camouflage can be optimized and printed in the form of 2D patterns, allowing for direct application on real vehicles. Extensive experiments demonstrated that our proposed method achieved good performance in both the digital world and the physical world.
Editable Scene Simulation for Autonomous Driving via Collaborative LLM-Agents
Scene simulation in autonomous driving has gained significant attention because of its huge potential for generating customized data. However, existing editable scene simulation approaches face limitations in terms of user interaction efficiency, multi-camera photo-realistic rendering and external digital assets integration. To address these challenges, this paper introduces ChatSim, the first system that enables editable photo-realistic 3D driving scene simulations via natural language commands with external digital assets. To enable editing with high command flexibility,~ChatSim leverages a large language model (LLM) agent collaboration framework. To generate photo-realistic outcomes, ChatSim employs a novel multi-camera neural radiance field method. Furthermore, to unleash the potential of extensive high-quality digital assets, ChatSim employs a novel multi-camera lighting estimation method to achieve scene-consistent assets' rendering. Our experiments on Waymo Open Dataset demonstrate that ChatSim can handle complex language commands and generate corresponding photo-realistic scene videos.
NeRF On-the-go: Exploiting Uncertainty for Distractor-free NeRFs in the Wild
Neural Radiance Fields (NeRFs) have shown remarkable success in synthesizing photorealistic views from multi-view images of static scenes, but face challenges in dynamic, real-world environments with distractors like moving objects, shadows, and lighting changes. Existing methods manage controlled environments and low occlusion ratios but fall short in render quality, especially under high occlusion scenarios. In this paper, we introduce NeRF On-the-go, a simple yet effective approach that enables the robust synthesis of novel views in complex, in-the-wild scenes from only casually captured image sequences. Delving into uncertainty, our method not only efficiently eliminates distractors, even when they are predominant in captures, but also achieves a notably faster convergence speed. Through comprehensive experiments on various scenes, our method demonstrates a significant improvement over state-of-the-art techniques. This advancement opens new avenues for NeRF in diverse and dynamic real-world applications.
SimVS: Simulating World Inconsistencies for Robust View Synthesis
Novel-view synthesis techniques achieve impressive results for static scenes but struggle when faced with the inconsistencies inherent to casual capture settings: varying illumination, scene motion, and other unintended effects that are difficult to model explicitly. We present an approach for leveraging generative video models to simulate the inconsistencies in the world that can occur during capture. We use this process, along with existing multi-view datasets, to create synthetic data for training a multi-view harmonization network that is able to reconcile inconsistent observations into a consistent 3D scene. We demonstrate that our world-simulation strategy significantly outperforms traditional augmentation methods in handling real-world scene variations, thereby enabling highly accurate static 3D reconstructions in the presence of a variety of challenging inconsistencies. Project page: https://alextrevithick.github.io/simvs
Neural Gaffer: Relighting Any Object via Diffusion
Single-image relighting is a challenging task that involves reasoning about the complex interplay between geometry, materials, and lighting. Many prior methods either support only specific categories of images, such as portraits, or require special capture conditions, like using a flashlight. Alternatively, some methods explicitly decompose a scene into intrinsic components, such as normals and BRDFs, which can be inaccurate or under-expressive. In this work, we propose a novel end-to-end 2D relighting diffusion model, called Neural Gaffer, that takes a single image of any object and can synthesize an accurate, high-quality relit image under any novel environmental lighting condition, simply by conditioning an image generator on a target environment map, without an explicit scene decomposition. Our method builds on a pre-trained diffusion model, and fine-tunes it on a synthetic relighting dataset, revealing and harnessing the inherent understanding of lighting present in the diffusion model. We evaluate our model on both synthetic and in-the-wild Internet imagery and demonstrate its advantages in terms of generalization and accuracy. Moreover, by combining with other generative methods, our model enables many downstream 2D tasks, such as text-based relighting and object insertion. Our model can also operate as a strong relighting prior for 3D tasks, such as relighting a radiance field.
Beyond the Pixel: a Photometrically Calibrated HDR Dataset for Luminance and Color Prediction
Light plays an important role in human well-being. However, most computer vision tasks treat pixels without considering their relationship to physical luminance. To address this shortcoming, we introduce the Laval Photometric Indoor HDR Dataset, the first large-scale photometrically calibrated dataset of high dynamic range 360{\deg} panoramas. Our key contribution is the calibration of an existing, uncalibrated HDR Dataset. We do so by accurately capturing RAW bracketed exposures simultaneously with a professional photometric measurement device (chroma meter) for multiple scenes across a variety of lighting conditions. Using the resulting measurements, we establish the calibration coefficients to be applied to the HDR images. The resulting dataset is a rich representation of indoor scenes which displays a wide range of illuminance and color, and varied types of light sources. We exploit the dataset to introduce three novel tasks, where: per-pixel luminance, per-pixel color and planar illuminance can be predicted from a single input image. Finally, we also capture another smaller photometric dataset with a commercial 360{\deg} camera, to experiment on generalization across cameras. We are optimistic that the release of our datasets and associated code will spark interest in physically accurate light estimation within the community. Dataset and code are available at https://lvsn.github.io/beyondthepixel/.
FashionR2R: Texture-preserving Rendered-to-Real Image Translation with Diffusion Models
Modeling and producing lifelike clothed human images has attracted researchers' attention from different areas for decades, with the complexity from highly articulated and structured content. Rendering algorithms decompose and simulate the imaging process of a camera, while are limited by the accuracy of modeled variables and the efficiency of computation. Generative models can produce impressively vivid human images, however still lacking in controllability and editability. This paper studies photorealism enhancement of rendered images, leveraging generative power from diffusion models on the controlled basis of rendering. We introduce a novel framework to translate rendered images into their realistic counterparts, which consists of two stages: Domain Knowledge Injection (DKI) and Realistic Image Generation (RIG). In DKI, we adopt positive (real) domain finetuning and negative (rendered) domain embedding to inject knowledge into a pretrained Text-to-image (T2I) diffusion model. In RIG, we generate the realistic image corresponding to the input rendered image, with a Texture-preserving Attention Control (TAC) to preserve fine-grained clothing textures, exploiting the decoupled features encoded in the UNet structure. Additionally, we introduce SynFashion dataset, featuring high-quality digital clothing images with diverse textures. Extensive experimental results demonstrate the superiority and effectiveness of our method in rendered-to-real image translation.
Bokehlicious: Photorealistic Bokeh Rendering with Controllable Apertures
Bokeh rendering methods play a key role in creating the visually appealing, softly blurred backgrounds seen in professional photography. While recent learning-based approaches show promising results, generating realistic Bokeh with variable strength remains challenging. Existing methods require additional inputs and suffer from unrealistic Bokeh reproduction due to reliance on synthetic data. In this work, we propose Bokehlicious, a highly efficient network that provides intuitive control over Bokeh strength through an Aperture-Aware Attention mechanism, mimicking the physical lens aperture. To further address the lack of high-quality real-world data, we present RealBokeh, a novel dataset featuring 23,000 high-resolution (24-MP) images captured by professional photographers, covering diverse scenes with varied aperture and focal length settings. Evaluations on both our new RealBokeh and established Bokeh rendering benchmarks show that Bokehlicious consistently outperforms SOTA methods while significantly reducing computational cost and exhibiting strong zero-shot generalization. Our method and dataset further extend to defocus deblurring, achieving competitive results on the RealDOF benchmark. Our code and data can be found at https://github.com/TimSeizinger/Bokehlicious
EndoPBR: Material and Lighting Estimation for Photorealistic Surgical Simulations via Physically-based Rendering
The lack of labeled datasets in 3D vision for surgical scenes inhibits the development of robust 3D reconstruction algorithms in the medical domain. Despite the popularity of Neural Radiance Fields and 3D Gaussian Splatting in the general computer vision community, these systems have yet to find consistent success in surgical scenes due to challenges such as non-stationary lighting and non-Lambertian surfaces. As a result, the need for labeled surgical datasets continues to grow. In this work, we introduce a differentiable rendering framework for material and lighting estimation from endoscopic images and known geometry. Compared to previous approaches that model lighting and material jointly as radiance, we explicitly disentangle these scene properties for robust and photorealistic novel view synthesis. To disambiguate the training process, we formulate domain-specific properties inherent in surgical scenes. Specifically, we model the scene lighting as a simple spotlight and material properties as a bidirectional reflectance distribution function, parameterized by a neural network. By grounding color predictions in the rendering equation, we can generate photorealistic images at arbitrary camera poses. We evaluate our method with various sequences from the Colonoscopy 3D Video Dataset and show that our method produces competitive novel view synthesis results compared with other approaches. Furthermore, we demonstrate that synthetic data can be used to develop 3D vision algorithms by finetuning a depth estimation model with our rendered outputs. Overall, we see that the depth estimation performance is on par with fine-tuning with the original real images.
NuiScene: Exploring Efficient Generation of Unbounded Outdoor Scenes
In this paper, we explore the task of generating expansive outdoor scenes, ranging from castles to high-rises. Unlike indoor scene generation, which has been a primary focus of prior work, outdoor scene generation presents unique challenges, including wide variations in scene heights and the need for a method capable of rapidly producing large landscapes. To address this, we propose an efficient approach that encodes scene chunks as uniform vector sets, offering better compression and performance than the spatially structured latents used in prior methods. Furthermore, we train an explicit outpainting model for unbounded generation, which improves coherence compared to prior resampling-based inpainting schemes while also speeding up generation by eliminating extra diffusion steps. To facilitate this task, we curate NuiScene43, a small but high-quality set of scenes, preprocessed for joint training. Notably, when trained on scenes of varying styles, our model can blend different environments, such as rural houses and city skyscrapers, within the same scene, highlighting the potential of our curation process to leverage heterogeneous scenes for joint training.
ZeroComp: Zero-shot Object Compositing from Image Intrinsics via Diffusion
We present ZeroComp, an effective zero-shot 3D object compositing approach that does not require paired composite-scene images during training. Our method leverages ControlNet to condition from intrinsic images and combines it with a Stable Diffusion model to utilize its scene priors, together operating as an effective rendering engine. During training, ZeroComp uses intrinsic images based on geometry, albedo, and masked shading, all without the need for paired images of scenes with and without composite objects. Once trained, it seamlessly integrates virtual 3D objects into scenes, adjusting shading to create realistic composites. We developed a high-quality evaluation dataset and demonstrate that ZeroComp outperforms methods using explicit lighting estimations and generative techniques in quantitative and human perception benchmarks. Additionally, ZeroComp extends to real and outdoor image compositing, even when trained solely on synthetic indoor data, showcasing its effectiveness in image compositing.
