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Jean-François Lalonde

Publications and source records attributed to Jean-François Lalonde.

At least 19 recordsLinked to original sources

SyncLight: Single-Edit Multi-View Relighting

We present SyncLight, a method to enable consistent, parametric control over light sources across multiple uncalibrated views of a static scene conditioned on a single view. While single-view relighting has advanced significantly, existing generative approaches struggle to maintain the rigorous lighting consistency essential for multi-camera broadcasts, stereoscopic cinema, and virtual production. SyncLight addresses this by enabling precise control over light intensity and color across a multi-view capture of a scene, conditioned on a single reference edit. Our method leverages a multi-view diffusion transformer trained using a latent bridge matching formulation, achieving high-fidelity relighting of the entire image set in a single inference step. To facilitate training, we introduce a large-scale hybrid dataset comprising diverse synthetic environments -- curated from existing sources and newly designed scenes -- alongside high-fidelity, real-world multi-view captures under calibrated illumination. Though trained only on image pairs, SyncLight generalizes zero-shot to an arbitrary number of viewpoints, effectively propagating lighting changes across all views, without requiring camera pose information. SyncLight enables practical relighting workflows for multi-view capture systems.

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Shedding Light: A Benchmark for Evaluating Lighting Understanding in Generative Image Models

Accurate modelling of illumination is central to realistic image synthesis and scene understanding. Yet, there is little exploration into whether image generative models are good at this task or whether physical plausibility remains a key challenge for them. Clearly, significant progress has been made in realistic image synthesis, but do models truly understand lighting in a physically accurate manner? To answer this question, this work proposes a benchmark to assess the lighting understanding and harmonisation capabilities of generative models. Our key insight is that evaluating lighting understanding for such models only requires testing how well they insert novel objects into real photographs whilst maintaining consistent illumination. To do so, we use a multi-illumination dataset with images containing simple objects serving as ``light probes'', and prompt models to inpaint the same object onto the original image, then compare the generated results against the ground-truth light probes. We then estimate the lighting direction, colour and radiance distribution from the inpainted probes, providing a quantitative measure of illumination accuracy and photometric realism. Our work establishes a scalable evaluation protocol to systematically assess how well generative models capture and reproduce real-world lighting, offering a foundation for benchmarking the photometric accuracy of any future models. All code and data are available at https://lvsn.github.io/SheddingLight/ .

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GimbalDiffusion: Gravity-Aware Camera Control for Video Generation

Recent progress in text-to-video generation has achieved remarkable realism, yet fine-grained control over camera motion and orientation remains elusive, especially with extreme trajectories (e.g., a 180-degree turnaround, or looking directly up or down). Existing approaches typically encode camera trajectories using relative or ambiguous representations, limiting precise geometric control and offering limited support for large rotations. We introduce GimbalDiffusion, a framework that enables camera control grounded in physical-world coordinates, using gravity as a global reference. Instead of describing motion relative to previous frames, our method defines camera trajectories in an absolute coordinate system, allowing accurate, interpretable control over camera parameters. Using panoramic 360-degree videos for training, we cover the full sphere of possible viewpoints, including combinations of extreme pitch and roll that are out-of-distribution of conventional video data. To improve camera control, we introduce null-pitch conditioning, a strategy that prevents the model from overriding camera specifications in the presence of conflicting prompt content (e.g., generating grass while the camera points toward the sky). Finally, we propose new benchmarks to evaluate gravity-aware camera-controlled video generation, assessing models' ability to generate extreme camera angles and quantify their input prompt entanglement.

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PanDORA: Casual HDR Radiance Acquisition of Indoor Scenes for Image-based Lighting

Most novel view synthesis methods -- including Neural Radiance Fields (NeRF) -- struggle to capture the high dynamic range (HDR) radiance required for realistic image-based lighting (IBL). This limitation stems from a reliance on low dynamic range (LDR) imagery, which fails to capture the intensity of light sources found in indoor environments. While exposure bracketing can recover this range, it is often too slow for practical, large-scale acquisition. In this work, we introduce PanDORA: PANoramic Dual-Observer Radiance Acquisition, a system specifically designed for the fast and affordable capture of high-quality HDR radiance maps for IBL. Our approach utilizes two 360° cameras mounted on a portable monopod to simultaneously record videos at different exposures. These videos are processed by our proposed two-stage NeRF-based algorithm featuring a novel self-calibrating pipeline to estimate camera parameters. This pipeline produces non-saturated HDR radiance fields that accurately capture the radiance of a scene. When evaluated on a new dataset of real indoor environments featuring HDR ground truth lighting, PanDORA demonstrates superior fidelity in reconstructing the peak intensities necessary for downstream rendering tasks, providing a scalable and efficient solution for capturing real-world IBLs.

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Editable Physically-based Reflections in Raytraced Gaussian Radiance Fields

Radiance fields such as 3D Gaussian Splatting allow real-time rendering of scenes captured from photos. They also reconstruct most specular reflections with high visual quality, but typically model them with "fake" reflected geometry, using primitives behind the reflector. Our goal is to correctly reconstruct the reflector and the reflected objects such as to make specular reflections editable. We present a proof of concept which exploits promising learning-based methods to extract diffuse and specular buffers from photos, as well as geometry and BRDF buffers. Our method builds on three key components. First, by using diffuse and specular buffers of input training views, we optimize a diffuse version of the scene and use path tracing to efficiently generate physically based specular reflections. Second, we present a specialized training method that allows this process to converge. Finally, we present a fast ray tracing algorithm for 3D Gaussian primitives that enables efficient multi-bounce reflections. Our method reconstructs reflectors and reflected objects, including those not seen in the input images, in a unique scene representation. Our solution allows real-time, consistent editing of captured scenes with specular reflections, including multi-bounce effects, changing roughness, and more. We mainly show results using ground truth buffers from synthetic scenes, and also preliminary results in real scenes with currently imperfect learning-based buffers. Code and data are available at: https://repo-sam.inria.fr/nerphys/editable-gaussian-reflections/

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GRay: Ray Tracing 3D Gaussians Near the Speed of Splats

3D Gaussian Splatting (3DGS) is a popular representation for radiance field reconstruction, distinguished by the rendering speed of its rasterization-based renderer. While 3D Gaussians can also be ray traced, this approach has so far been slower, with 3D Gaussian Ray Tracing (3DGRT) taking nearly one order of magnitude longer to optimize. To address this, we present GRay, a fast ray tracer for 3D Gaussians designed to close this performance gap and match 3DGS's speed. Our method leverages the algorithmic difference between both approaches: unlike rasterization, ray tracing evaluates only Gaussians that are actually intersected by a ray, leading to potentially logarithmic--rather than linear--scaling in the number of primitives. This property allows ray tracing to better exploit dense scenes composed of numerous tiny Gaussians, a configuration which has largely been overlooked. Notably, we show that dense initialization--which creates many small Gaussians--slows down rasterization, but instead speeds up ray tracing. Designed to leverage this effect, GRay renders nearly 4x faster and optimizes nearly 10x faster than 3DGRT while maintaining similar quality, and has competitive speed with 3DGS albeit at somewhat lower quality. Code is available at https://repo-sam.inria.fr/nerphys/gray.

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Dimensional Distribution Emotion State: Leveraging Valence and Arousal as a Common Embedding Space for Visual Emotion Analysis

Museums are important sites for the dissemination of culture and art. They are institutions rooted in history and tradition; their exhibitions are often designed to highlight these aspects. Recently, a new approach is being explored in the field: emotion-based exhibitions. These exhibitions are designed specifically to elicit emotions in the visitors, in order to maximize engagement, and as a way to democratize access to art and attract a wider, more diverse audience. To do so, the emotional content of the artworks must first be extracted, however, manually annotating the artworks by experts is a prohibitively labor-intensive process, and risks introducing the personal bias of curators. To assist the museum curators in their design of these exhibitions, we wish to develop a tool that can predict the emotional response evoked by a work of art. In this article, we leverage a continuous bi-dimensional emotion space to enhance emotion representations and the training process of deep learning models. Drawing inspiration from existing categorical and dimensional emotion representations, we introduce a new representation, Dimensional Distribution Emotion State (DDES), along with a pipeline for multi-dataset training. We show that DDES provides multiple advantages compared to widely used representations while exhibiting similar baseline performance.

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Lighting in Motion: Spatiotemporal HDR Lighting Estimation

We present Lighting in Motion (LiMo), a diffusion-based approach to spatiotemporal lighting estimation. LiMo targets both realistic high-frequency detail prediction and accurate illuminance estimation. To account for both, we propose generating a set of mirrored and diffuse spheres at different exposures, based on their 3D positions in the input. Making use of diffusion priors, we fine-tune powerful existing diffusion models on a large-scale customized dataset of indoor and outdoor scenes, paired with spatiotemporal light probes. For accurate spatial conditioning, we demonstrate that depth alone is insufficient and we introduce a new geometric condition to provide the relative position of the scene to the target 3D position. Finally, we combine diffuse and mirror predictions at different exposures into a single HDRI map leveraging differentiable rendering. We thoroughly evaluate our method and design choices to establish LiMo as state-of-the-art for both spatial control and prediction accuracy.

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UniLight: A Unified Representation for Lighting

Lighting has a strong influence on visual appearance, yet understanding and representing lighting in images remains notoriously difficult. Various lighting representations exist, such as environment maps, irradiance, spherical harmonics, or text, but they are incompatible, which limits cross-modal transfer. We thus propose UniLight, a joint latent space as lighting representation, that unifies multiple modalities within a shared embedding. Modality-specific encoders for text, images, irradiance, and environment maps are trained contrastively to align their representations, with an auxiliary spherical-harmonics prediction task reinforcing directional understanding. Our multi-modal data pipeline enables large-scale training and evaluation across three tasks: lighting-based retrieval, environment-map generation, and lighting control in diffusion-based image synthesis. Experiments show that our representation captures consistent and transferable lighting features, enabling flexible manipulation across modalities.

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End-to-End LiDAR optimization for 3D point cloud registration

LiDAR sensors are a key modality for 3D perception, yet they are typically designed independently of downstream tasks such as point cloud registration. Conventional registration operates on pre-acquired datasets with fixed LiDAR configurations, leading to suboptimal data collection and significant computational overhead for sampling, noise filtering, and parameter tuning. In this work, we propose an adaptive LiDAR sensing framework that dynamically adjusts sensor parameters, jointly optimizing LiDAR acquisition and registration hyperparameters. By integrating registration feedback into the sensing loop, our approach optimally balances point density, noise, and sparsity, improving registration accuracy and efficiency. Evaluations in the CARLA simulation demonstrate that our method outperforms fixed-parameter baselines while retaining generalization abilities, highlighting the potential of adaptive LiDAR for autonomous perception and robotic applications.

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SpotLight: Shadow-Guided Object Relighting via Diffusion

Recent work has shown that diffusion models can serve as powerful neural rendering engines that can be leveraged for inserting virtual objects into images. However, unlike typical physics-based renderers, these neural rendering engines are limited by the lack of manual control over the lighting, which is often essential for improving or personalizing the desired image outcome. In this paper, we show that precise and controllable lighting can be achieved without any additional training, simply by supplying a coarse shadow hint for the object. Indeed, we show that injecting only the desired shadow of the object into a pre-trained diffusion-based neural renderer enables it to accurately shade the object according to the desired light position, while properly harmonizing the object (and its shadow) within the target background image. Our method, SpotLight, is entirely training-free and leverages existing neural rendering approaches to achieve controllable relighting. We show that SpotLight achieves superior object compositing results, both quantitatively and perceptually, as confirmed by a user study, outperforming existing diffusion-based models specifically designed for relighting. We also demonstrate other applications, such as hand-scribbling shadows and full-image relighting, demonstrating its versatility.

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GaSLight: Gaussian Splats for Spatially-Varying Lighting in HDR

We present GaSLight, a method that generates spatially-varying lighting from regular images. Our method proposes using HDR Gaussian Splats as light source representation, marking the first time regular images can serve as light sources in a 3D renderer. Our two-stage process first enhances the dynamic range of images plausibly and accurately by leveraging the priors embedded in diffusion models. Next, we employ Gaussian Splats to model 3D lighting, achieving spatially variant lighting. Our approach yields state-of-the-art results on HDR estimations and their applications in illuminating virtual objects and scenes. To facilitate the benchmarking of images as light sources, we introduce a novel dataset of calibrated and unsaturated HDR to evaluate images as light sources. We assess our method using a combination of this novel dataset and an existing dataset from the literature. Project page: https://lvsn.github.io/gaslight/

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Improving the color accuracy of lighting estimation models

Advances in high dynamic range (HDR) lighting estimation from a single image have opened new possibilities for augmented reality (AR) applications. Predicting complex lighting environments from a single input image allows for the realistic rendering and compositing of virtual objects. In this work, we investigate the color robustness of such methods -- an often overlooked yet critical factor for achieving visual realism. While most evaluations conflate color with other lighting attributes (e.g., intensity, direction), we isolate color as the primary variable of interest. Rather than introducing a new lighting estimation algorithm, we explore whether simple adaptation techniques can enhance the color accuracy of existing models. Using a novel HDR dataset featuring diverse lighting colors, we systematically evaluate several adaptation strategies. Our results show that preprocessing the input image with a pre-trained white balance network improves color robustness, outperforming other strategies across all tested scenarios. Notably, this approach requires no retraining of the lighting estimation model. We further validate the generality of this finding by applying the technique to three state-of-the-art lighting estimation methods from recent literature.

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DarSwin-Unet: Distortion Aware Encoder-Decoder Architecture

Wide-angle fisheye images are becoming increasingly common for perception tasks in applications such as robotics, security, and mobility (e.g. drones, avionics). However, current models often either ignore the distortions in wide-angle images or are not suitable to perform pixel-level tasks. In this paper, we present an encoder-decoder model based on a radial transformer architecture that adapts to distortions in wide-angle lenses by leveraging the physical characteristics defined by the radial distortion profile. In contrast to the original model, which only performs classification tasks, we introduce a U-Net architecture, DarSwin-Unet, designed for pixel level tasks. Furthermore, we propose a novel strategy that minimizes sparsity when sampling the image for creating its input tokens. Our approach enhances the model capability to handle pixel-level tasks in wide-angle fisheye images, making it more effective for real-world applications. Compared to other baselines, DarSwin-Unet achieves the best results across different datasets, with significant gains when trained on bounded levels of distortions (very low, low, medium, and high) and tested on all, including out-of-distribution distortions. We demonstrate its performance on depth estimation and show through extensive experiments that DarSwin-Unet can perform zero-shot adaptation to unseen distortions of different wide-angle lenses.

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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.

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Material Transforms from Disentangled NeRF Representations

In this paper, we first propose a novel method for transferring material transformations across different scenes. Building on disentangled Neural Radiance Field (NeRF) representations, our approach learns to map Bidirectional Reflectance Distribution Functions (BRDF) from pairs of scenes observed in varying conditions, such as dry and wet. The learned transformations can then be applied to unseen scenes with similar materials, therefore effectively rendering the transformation learned with an arbitrary level of intensity. Extensive experiments on synthetic scenes and real-world objects validate the effectiveness of our approach, showing that it can learn various transformations such as wetness, painting, coating, etc. Our results highlight not only the versatility of our method but also its potential for practical applications in computer graphics. We publish our method implementation, along with our synthetic/real datasets on https://github.com/astra-vision/BRDFTransform

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DarSwin: Distortion Aware Radial Swin Transformer

Wide-angle lenses are commonly used in perception tasks requiring a large field of view. Unfortunately, these lenses produce significant distortions, making conventional models that ignore the distortion effects unable to adapt to wide-angle images. In this paper, we present a novel transformer-based model that automatically adapts to the distortion produced by wide-angle lenses. Our proposed image encoder architecture, dubbed DarSwin, leverages the physical characteristics of such lenses analytically defined by the radial distortion profile. In contrast to conventional transformer-based architectures, DarSwin comprises a radial patch partitioning, a distortion-based sampling technique for creating token embeddings, and an angular position encoding for radial patch merging. Compared to other baselines, DarSwin achieves the best results on different datasets with significant gains when trained on bounded levels of distortions (very low, low, medium, and high) and tested on all, including out-of-distribution distortions. While the base DarSwin architecture requires knowledge of the radial distortion profile, we show it can be combined with a self-calibration network that estimates such a profile from the input image itself, resulting in a completely uncalibrated pipeline. Finally, we also present DarSwin-Unet, which extends DarSwin, to an encoder-decoder architecture suitable for pixel-level tasks. We demonstrate its performance on depth estimation and show through extensive experiments that DarSwin-Unet can perform zero-shot adaptation to unseen distortions of different wide-angle lenses. The code and models are publicly available at https://lvsn.github.io/darswin/

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Reproducibility Study on Adversarial Attacks Against Robust Transformer Trackers

New transformer networks have been integrated into object tracking pipelines and have demonstrated strong performance on the latest benchmarks. This paper focuses on understanding how transformer trackers behave under adversarial attacks and how different attacks perform on tracking datasets as their parameters change. We conducted a series of experiments to evaluate the effectiveness of existing adversarial attacks on object trackers with transformer and non-transformer backbones. We experimented on 7 different trackers, including 3 that are transformer-based, and 4 which leverage other architectures. These trackers are tested against 4 recent attack methods to assess their performance and robustness on VOT2022ST, UAV123 and GOT10k datasets. Our empirical study focuses on evaluating adversarial robustness of object trackers based on bounding box versus binary mask predictions, and attack methods at different levels of perturbations. Interestingly, our study found that altering the perturbation level may not significantly affect the overall object tracking results after the attack. Similarly, the sparsity and imperceptibility of the attack perturbations may remain stable against perturbation level shifts. By applying a specific attack on all transformer trackers, we show that new transformer trackers having a stronger cross-attention modeling achieve a greater adversarial robustness on tracking datasets, such as VOT2022ST and GOT10k. Our results also indicate the necessity for new attack methods to effectively tackle the latest types of transformer trackers. The codes necessary to reproduce this study are available at https://github.com/fatemehN/ReproducibilityStudy.

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