NeILF++: Inter-reflectable Light Fields for Geometry and Material Estimation

ICCV 2023


Jingyang Zhang1, Yao Yao2 , Shiwei Li1, Jingbo Liu1, Tian Fang1, David McKinnon1, Yanghai Tsin1, Long Quan3
1Apple, 2Nanjing University, 3HKUST

Paper Code Data

Abstract


VolSDF Normal Our Normal
NeILF Base Color Our Base Color
NeILF Rendering Our Rendering

VolSDF Normal Our Normal
NeILF Base Color Our Base Color
NeILF Rendering Our Rendering

We present a novel differentiable rendering framework for joint geometry, material, and lighting estimation from multi-view images. In contrast to previous methods which assume a simplified environment map or co-located flashlights, in this work, we formulate the lighting of a static scene as one neural incident light field (NeILF) and one outgoing neural radiance field (NeRF). The key insight of the proposed method is the union of the incident and outgoing light fields through physically-based rendering and inter-reflections between surfaces, making it possible to disentangle the scene geometry, material, and lighting from image observations in a physically-based manner. The proposed incident light and inter-reflection framework can be easily applied to other NeRF systems. We show that our method can not only decompose the outgoing radiance into incident lights and surface materials, but also serve as a surface refinement module that further improves the reconstruction detail of the neural surface. We demonstrate on several datasets that the proposed method is able to achieve state-of-the-art results in terms of the geometry reconstruction quality, material estimation accuracy, and the fidelity of novel view rendering.



Method Overview






Inter-reflection


Base. w/o IR Base. w. IR
Roug. w/o IR Roug. w. IR
Meta. w/o IR Meta. w. IR

Incident Lights at point x1 w/o IR Incident Lights at point x1 w. IR


HDR vs LDR


As the commonly used LDR images are usually processed by unknown non-linear tone-mapping, gamma correction, and value clipping, it may result in inaccurate material and lighting estimation if we directly supervise the rendering value with the LDR ground truth.

Therefore, we constructed a real-world linear HDR dataset (by using Apple Internal tools) for material estimation and neural rendering related tasks. Comparisons between reconstructions using LDR and HDR images are visualized below.

Base Color w. LDR Base Color w. HDR
Roug. w. LDR Roug. w. HDR
Meta. w. LDR Meta. from HDR

Base. w. LDR Base. w. HDR
Roug. w. LDR Roug. w. HDR
Meta. w. LDR Meta. w. HDR



Relighting





Acknowledgements: The website template was borrowed from Lior Yariv. Image sliders are based on dics.