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TensoIR:

Tensorial Inverse Rendering

Haian Jin, Isabella Liu, Peijia Xu, Xiaoshuai Zhang,

Songfang Han, Sai Bi, Xiaowei Zhou, Zexiang Xu, Hao Su,

Zhejiang University | UC San Diego | Kingstar Technology Inc. | Adobe Research

Present by Yihang Liu

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Inverse Rendering

Reconstructing physical attributes from captured images

  • Geometry / Shape
  • Surface material
  • Lighting

We can just understand it literally -

Inverse the process of rendering

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Inverse Rendering - Why So Difficult?

  • Different combinations could create the same image
  • Hard to separate material color vs. lighting effects
  • Light bounces multiple times and creates shadows
  • Unknown lighting conditions
  • Visibility is not differentiable
  • High computational cost

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Inverse Rendering - NeRF Solution

  • NeRF is better than old methods like meshes, volumes, and point clouds.
  • More flexible, more accurate geometry, and better rendering
  • Problem: Limited capacity & High computational costs (MLPs form)
  • Recent works are making NeRF more efficient
    • TensoRF - Fast and compact reconstruction, allow unknown lighting

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Method - Overview

Input Images:

Multi-view w. unknown lighting conditions

MLPs

Loss Functions:

Rendering Loss

Normal Regularization

BRDF Smoothness

Other constraints

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Method - Rendering

Radiance field rendering

  • Similar to NeRF, uses ray marching
  • Camera ray r(t) = o + td

Physically-based rendering

  • Physically-based BRDF model
  • Deal with direct illumination, shadows, indirect lighting

Integrates over hemisphere for incoming light

Computes surface intersection points from volume rendering weights

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Method - TensoRF-Based Representation

  • Two separate VM-factorized tensors
    • Density tensor (G_σ): For scene geometry
    • Appearance tensor (G_a): For appearance properties

  • Multiple MLP decoders
    • Radiance Net
    • Normal Net
    • Material Net (BRDF parameters)

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Method - Illumination and Visibility

Compute secondary effects Efficiently

  • Computes visibility using ray marching
  • Calculates indirect illumination from radiance field
  • Uses environment map (parameterized by spherical Gaussians) for direct lighting

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Method - Multi-Light Representation

  • Add an extra dimension to appearance tensor for multiple lighting conditions
  • 5D tensor (handles multiple lighting conditions efficiently)
  • Share geometry and material properties across lighting conditions
  • Only view-dependent colors vary with lighting

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Method - Joint Reconstruction and Training

  • Rendering losses

  • Normal regularization

  • BRDF smoothness & additional regularization terms

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Experiment

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Experiment

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Experiment - Ablations

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Thank you!

And questions…