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Miloš Hašan

Publications and source records attributed to Miloš Hašan.

At least 19 recordsLinked to original sources

PureLight: Learning Complex Luminaires with Light Tracing

We propose a neural formulation for estimating the appearance of complex luminaires. We focus on challenging luminaires with complex light transport (e.g., small emitters enclosed by multiple specular layers) that are difficult for (bidirectional) path tracing. To this end, we use light tracing to construct paths from emitters to the exit surfaces and formulate appearance estimation as a distribution learning problem. Specifically, we model the probability density function (pdf) of outgoing radiance on the exit surfaces using a large normalizing flow network, and recover the outgoing radiance as the product of the estimated pdf and flux. To enable efficient inference, we distill the learned appearance into a lightweight MLP that directly estimates radiance on the exit surfaces. We additionally train a sampling network for effective direct illumination computation from the luminaire, and a blending network to composite the luminaire into the scene. Our formulation makes it feasible to render challenging luminaires using low sample counts in arbitrary scenes. Code is available at https://github.com/pedrovfigueiredo/purelight.

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RGBX-Next: Towards Realistic Generative Rendering from G-Buffers

Diffusion models have achieved impressive results in image, video, and streaming generation. However, compared to traditional 3D rendering, they still lack precise control over the generated output. We believe a viable path forward is to use generative models as learned renderers conditioned on traditionally rendered G-buffers. We introduce RGBX-Next, a unified generative framework for forward and inverse rendering, which allows estimating G-buffers from images, videos, and streams, and rendering realistic images, videos, and streams from G-buffers. Our key contribution is a general recipe for finetuning diffusion transformer (DiT) models into generative forward and inverse renderers. We show that the resulting models achieve high quality in both realistic generative rendering and intrinsic decomposition. We will make all our models publicly available. We believe that the design principles presented in this paper will benefit future research on controllable generative forward and inverse rendering.

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RealMat: Realistic Materials with Diffusion and Reinforcement Learning

Generative models for high-quality materials are particularly desirable to make 3D content authoring more accessible. However, the majority of material generation methods are trained on synthetic data. Synthetic data provides precise supervision for material maps, which is convenient but also tends to create a significant visual gap with real-world materials. Alternatively, recent work used a small dataset of real flash photographs to guarantee realism, however such data is limited in scale and diversity. To address these limitations, we propose RealMat, a diffusion-based material generator that leverages realistic priors, including a text-to-image model and a dataset of realistic material photos under natural lighting. In RealMat, we first finetune a pretrained Stable Diffusion XL (SDXL) with synthetic material maps arranged in $2 \times 2$ grids. This way, our model inherits some realism of SDXL while learning the data distribution of the synthetic material grids. Still, this creates a realism gap, with some generated materials appearing synthetic. We propose to further finetune our model through reinforcement learning (RL), encouraging the generation of realistic materials. We develop a realism reward function for any material image under natural lighting, by collecting a large-scale dataset of realistic material images. We show that this approach increases generated materials' realism compared to our base model and related work.

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AlbedoEdit: Unified Instance-Level Video Editing with Albedo Guidance

Video generative models have achieved remarkable progress in synthesizing photorealistic video sequences. However, enabling broader and more creative downstream applications requires fine-grained instance-level video editing, including object insertion, object removal, and texture editing, which has emerged as a prominent yet challenging problem. Existing approaches either propose unified generative frameworks with only coarse semantic control, or design task-specific frameworks for individual editing tasks, limiting their flexibility and applicability across diverse real-world scenarios. To address these limitations, we propose AlbedoEdit, a unified generative video editing framework that jointly supports object insertion, object removal, and texture editing. Our key insight is that the intrinsic albedo map, which is invariant to lighting and contains no specularity, shadowing and inter-reflection effects, provides an effective and user-friendly mechanism for specifying fine-grained appearance edits. Built upon video foundation models, AlbedoEdit is fine-tuned to translate source RGB videos into edited RGB videos, conditioned on a user-edited first-frame albedo. Trained on a new paired synthetic dataset covering all three editing tasks, AlbedoEdit implicitly learns to harmonize edited contents and simulate complex real-world visual effects triggered by editing operations, including specular highlights, soft shadows, and mirror reflections. AlbedoEdit demonstrates superior performance over state-of-the-art video editing approaches, both qualitatively and quantitatively. Project webpage is https://vcai.mpi-inf.mpg.de/projects/AlbedoEdit/.

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F-RNG: Feed-Forward Relightable Neural Gaussians

Capturing relightable 3D assets from real-world objects is a widely researched problem. Several per-scene optimization-based methods, based on 3D Gaussian splatting (3DGS), support relighting; however, they usually require dense input views, and their overfitting nature makes it difficult to generalize across scenes. Unlike per-scene optimization methods, generalized feed-forward models can directly reconstruct Gaussians from sparse input views. However, the resulting assets have baked-in illumination and cannot be easily used for relighting. In this paper, we present F-RNG, a feed-forward framework that directly generates relightable 3DGS assets from sparse-view inputs. Training such a model from scratch can require massive data and computing resources, and it is especially challenging to generate relightable assets in a feed-forward manner with acceptable cost. We develop F-RNG upon an existing large reconstruction model (LRM) to extract relightable representations, while also utilizing priors from an intrinsic decomposition model (IDM). Specifically, we first introduce a latent-interpolated fine-grained geometry synthesis to enhance the LRM's geometry representation. Second, we propose a prior-guided relightable appearance distillation to extract relightable neural representations by incorporating IDM priors. Finally, a universal neural renderer enables flexible and high-fidelity relighting. F-RNG requires neither re-training nor fine-tuning of the underlying LRMs, thus can automatically benefit from better LRMs and IDMs in the future. With only small networks that can be trained with affordable data and computational resources, F-RNG avoids the repetitive inference of large models under different light conditions. By comparison to the state-of-the-art LRM-based relighting method, F-RNG achieves ~25x faster relighting, as well as superior quality (~+2.0 dB).

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PureSample: Neural Materials Learned by Sampling Microgeometry

Traditional physically-based material models rely on analytically derived bidirectional reflectance distribution functions (BRDFs), typically by considering statistics of micro-primitives such as facets, flakes, or spheres, sometimes combined with multi-bounce interactions such as layering and multiple scattering. These derivations are often complex and model-specific. Once an analytic BRDF evaluation is defined, one still needs to design an importance sampling method for it and evaluate the probability density function (pdf) of that sampling distribution, requiring further model-specific derivations. We present PureSample: a novel neural BRDF representation that allows learning a material's appearance purely by sampling forward random walks on the microgeometry, which is usually straightforward to implement. Our representation allows for efficient BRDF evaluation, importance sampling, and pdf evaluation, for homogeneous as well as spatially varying materials. We achieve this by two learnable components: first, the sampling distribution is modeled using a flow matching neural network, which allows both importance sampling and pdf evaluation; second, we introduce a view-dependent albedo term, captured by a lightweight neural network, which allows for converting a pdf value to a BRDF value for any pair of view and light directions. We demonstrate PureSample on challenging materials, including various microgeometries, multi-layered materials, and multiple-scattering microfacet materials.

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8DNA: 8D Neural Asset Light Transport by Distribution Learning

High-fidelity 3D assets exhibit intriguing global illumination effects like subsurface scattering, glossy interreflections, and fine-scale fiber scatterings, which often involve long scattering paths that are expensive to simulate. We introduce 8D neural assets (8DNA) to pre-bake these light transport effects into neural representations. Unlike prior methods that assume far-field lighting and precompute light transport into 6D functions, 8DNA learns the full 8D light transport, enabling accurate rendering under near-field illumination. Our training leverages a distribution-learning formulation that learns light transport from forward path-traced samples, which produces less optimization variance with lower training budget than the prior regression-based approaches. Experiments show our 8DNA rendering closely matches path-traced results under various scene configurations, yet it achieves improved variance reduction and fast inference speeds on challenging assets.

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IntrinsicWeather: Controllable Weather Editing in Intrinsic Space

We present IntrinsicWeather, a diffusion-based framework for controllable weather editing in intrinsic space. Our framework includes two components based on diffusion priors: an inverse renderer that estimates material properties, scene geometry, and lighting as intrinsic maps from an input image, and a forward renderer that utilizes these geometry and material maps along with a text prompt that describes specific weather conditions to generate a final image. The intrinsic maps enhance controllability compared to traditional pixel-space editing approaches. We propose an intrinsic map-aware attention mechanism that improves spatial correspondence and decomposition quality in large outdoor scenes. For forward rendering, we leverage CLIP-space interpolation of weather prompts to achieve fine-grained weather control. We also introduce a synthetic and a real-world dataset, containing 38k and 18k images under various weather conditions, each with intrinsic map annotations. IntrinsicWeather outperforms state-of-the-art pixel-space editing approaches, weather restoration methods, and rendering-based methods, showing promise for downstream tasks such as autonomous driving, enhancing the robustness of detection and segmentation in challenging weather scenarios.

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Generating 360° Video is What You Need For a 3D Scene

Generating 3D scenes is still a challenging task due to the lack of readily available scene data. Most existing methods only produce partial scenes and provide limited navigational freedom. We introduce a practical and scalable solution that uses 360° video as an intermediate scene representation, capturing the full-scene context and ensuring consistent visual content throughout the generation. We propose WorldPrompter, a generative pipeline that synthesizes traversable 3D scenes from text prompts. WorldPrompter incorporates a conditional 360° panoramic video generator, capable of producing a 128-frame video that simulates a person walking through and capturing a virtual environment. The resulting video is then reconstructed as Gaussian splats by a fast feedforward 3D reconstructor, enabling a true walkable experience within the 3D scene. Experiments demonstrate that our panoramic video generation model, trained with a mix of image and video data, achieves convincing spatial and temporal consistency for static scenes. This is validated by an average COLMAP matching rate of 94.6\%, allowing for high-quality panoramic Gaussian splat reconstruction and improved navigation throughout the scene. Qualitative and quantitative results also show it outperforms the state-of-the-art 360° video generators and 3D scene generation models.

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MaterialPicker: Multi-Modal DiT-Based Material Generation

High-quality material generation is key for virtual environment authoring and inverse rendering. We propose MaterialPicker, a multi-modal material generator leveraging a Diffusion Transformer (DiT) architecture, improving and simplifying the creation of high-quality materials from text prompts and/or photographs. Our method can generate a material based on an image crop of a material sample, even if the captured surface is distorted, viewed at an angle or partially occluded, as is often the case in photographs of natural scenes. We further allow the user to specify a text prompt to provide additional guidance for the generation. We finetune a pre-trained DiT-based video generator into a material generator, where each material map is treated as a frame in a video sequence. We evaluate our approach both quantitatively and qualitatively and show that it enables more diverse material generation and better distortion correction than previous work.

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Free Your Hands: Lightweight Turntable-Based Object Capture Pipeline

Novel view synthesis (NVS) from multiple captured photos of an object is a widely studied problem. Achieving high quality typically requires dense sampling of input views, which can lead to frustrating manual labor. Manually positioning cameras to maintain an optimal desired distribution can be difficult for humans, and if a good distribution is found, it is not easy to replicate. Additionally, the captured data can suffer from motion blur and defocus due to human error. In this paper, we use a lightweight object capture pipeline to reduce the manual workload and standardize the acquisition setup, with a consumer turntable to carry the object and a tripod to hold the camera. Of course, turntables and gantry systems have been frequently used to automatically capture dense samples under various views and lighting conditions; the key difference is that we use a turntable under natural environment lighting. This way, we can easily capture hundreds of valid images in several minutes without hands-on effort. However, in the object reference frame, the light conditions vary (rotate); this does not match the assumptions of standard NVS methods like 3D Gaussian splatting (3DGS). We design a neural radiance representation conditioned on light rotations, which addresses this issue and allows rendering with novel light rotations as an additional benefit. We further study the behavior of rotations and find optimal capturing strategies. We demonstrate our pipeline using 3DGS as the underlying framework, achieving higher quality and showcasing the method's potential for novel lighting and harmonization tasks.

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Stochastic Ray Tracing of Transparent 3D Gaussians

3D Gaussian splatting has been widely adopted as a 3D representation for novel-view synthesis, relighting, and 3D generation tasks. It delivers realistic and detailed results through a collection of explicit 3D Gaussian primitives, each carrying opacity and view-dependent color. However, efficient rendering of many transparent primitives remains a significant challenge. Existing approaches either rasterize the Gaussians with approximate per-view sorting or rely on high-end RTX GPUs. This paper proposes a stochastic ray-tracing method to render 3D clouds of transparent primitives. Instead of processing all ray-Gaussian intersections in sequential order, each ray traverses the acceleration structure only once, randomly accepting and shading a single intersection (or $N$ intersections, using a simple extension). This approach minimizes shading time and avoids primitive sorting along the ray, thereby minimizing register usage and maximizing parallelism even on low-end GPUs. The cost of rays through the Gaussian asset is comparable to that of standard mesh-intersection rays. The shading is unbiased and has low variance, as our stochastic acceptance achieves importance sampling based on accumulated weight. The alignment with Monte Carlo philosophy simplifies implementation and integration into a conventional path-tracing framework.

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IntrinsicEdit: Precise generative image manipulation in intrinsic space

Generative diffusion models have advanced image editing with high-quality results and intuitive interfaces such as prompts and semantic drawing. However, these interfaces lack precise control, and the associated methods typically specialize on a single editing task. We introduce a versatile, generative workflow that operates in an intrinsic-image latent space, enabling semantic, local manipulation with pixel precision for a range of editing operations. Building atop the RGB-X diffusion framework, we address key challenges of identity preservation and intrinsic-channel entanglement. By incorporating exact diffusion inversion and disentangled channel manipulation, we enable precise, efficient editing with automatic resolution of global illumination effects -- all without additional data collection or model fine-tuning. We demonstrate state-of-the-art performance across a variety of tasks on complex images, including color and texture adjustments, object insertion and removal, global relighting, and their combinations.

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Position-Normal Manifold for Efficient Glint Rendering on High-Resolution Normal Maps

Detailed microstructures on specular objects often exhibit intriguing glinty patterns under high-frequency lighting, which is challenging to render using a conventional normal-mapped BRDF. In this paper, we present a manifold-based formulation of the glint normal distribution functions (NDF) that precisely captures the surface normal distributions over queried footprints. The manifold-based formulation transfers the integration for the glint NDF construction to a problem of mesh intersections. Compared to previous works that rely on complex numerical approximations, our integral solution is exact and much simpler to compute, which also allows an easy adaptation of a mesh clustering hierarchy to accelerate the NDF evaluation of large footprints. Our performance and quality analysis shows that our NDF formulation achieves similar glinty appearance compared to the baselines but is an order of magnitude faster. Within this framework, we further present a novel derivation of analytical shadow-masking for normal-mapped diffuse surfaces -- a component that is often ignored in previous works.

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Uncertainty for SVBRDF Acquisition using Frequency Analysis

This paper aims to quantify uncertainty for SVBRDF acquisition in multi-view captures. Under uncontrolled illumination and unstructured viewpoints, there is no guarantee that the observations contain enough information to reconstruct the appearance properties of a captured object. We study this ambiguity, or uncertainty, using entropy and accelerate the analysis by using the frequency domain, rather than the domain of incoming and outgoing viewing angles. The result is a method that computes a map of uncertainty over an entire object within a millisecond. We find that the frequency model allows us to recover SVBRDF parameters with competitive performance, that the accelerated entropy computation matches results with a physically-based path tracer, and that there is a positive correlation between error and uncertainty. We then show that the uncertainty map can be applied to improve SVBRDF acquisition using capture guidance, sharing information on the surface, and using a diffusion model to inpaint uncertain regions. Our code is available at https://github.com/rubenwiersma/svbrdf_uncertainty.

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RNG: Relightable Neural Gaussians

3D Gaussian Splatting (3DGS) has shown impressive results for the novel view synthesis task, where lighting is assumed to be fixed. However, creating relightable 3D assets, especially for objects with ill-defined shapes (fur, fabric, etc.), remains a challenging task. The decomposition between light, geometry, and material is ambiguous, especially if either smooth surface assumptions or surfacebased analytical shading models do not apply. We propose Relightable Neural Gaussians (RNG), a novel 3DGS-based framework that enables the relighting of objects with both hard surfaces or soft boundaries, while avoiding assumptions on the shading model. We condition the radiance at each point on both view and light directions. We also introduce a shadow cue, as well as a depth refinement network to improve shadow accuracy. Finally, we propose a hybrid forward-deferred fitting strategy to balance geometry and appearance quality. Our method achieves significantly faster training (1.3 hours) and rendering (60 frames per second) compared to a prior method based on neural radiance fields and produces higher-quality shadows than a concurrent 3DGS-based method. Project page: https://www.whois-jiahui.fun/project_pages/RNG.

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Neural Product Importance Sampling via Warp Composition

Achieving high efficiency in modern photorealistic rendering hinges on using Monte Carlo sampling distributions that closely approximate the illumination integral estimated for every pixel. Samples are typically generated from a set of simple distributions, each targeting a different factor in the integrand, which are combined via multiple importance sampling. The resulting mixture distribution can be far from the actual product of all factors, leading to sub-optimal variance even for direct-illumination estimation. We present a learning-based method that uses normalizing flows to efficiently importance sample illumination product integrals, e.g., the product of environment lighting and material terms. Our sampler composes a flow head warp with an emitter tail warp. The small conditional head warp is represented by a neural spline flow, while the large unconditional tail is discretized per environment map and its evaluation is instant. If the conditioning is low-dimensional, the head warp can be also discretized to achieve even better performance. We demonstrate variance reduction over prior methods on a range of applications comprising complex geometry, materials and illumination.

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RNA: Relightable Neural Assets

High-fidelity 3D assets with materials composed of fibers (including hair), complex layered material shaders, or fine scattering geometry are ubiquitous in high-end realistic rendering applications. Rendering such models is computationally expensive due to heavy shaders and long scattering paths. Moreover, implementing the shading and scattering models is non-trivial and has to be done not only in the 3D content authoring software (which is necessarily complex), but also in all downstream rendering solutions. For example, web and mobile viewers for complex 3D assets are desirable, but frequently cannot support the full shading complexity allowed by the authoring application. Our goal is to design a neural representation for 3D assets with complex shading that supports full relightability and full integration into existing renderers. We provide an end-to-end shading solution at the first intersection of a ray with the underlying geometry. All shading and scattering is precomputed and included in the neural asset; no multiple scattering paths need to be traced, and no complex shading models need to be implemented to render our assets, beyond a single neural architecture. We combine an MLP decoder with a feature grid. Shading consists of querying a feature vector, followed by an MLP evaluation producing the final reflectance value. Our method provides high-fidelity shading, close to the ground-truth Monte Carlo estimate even at close-up views. We believe our neural assets could be used in practical renderers, providing significant speed-ups and simplifying renderer implementations.

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