Source-linked AI summary

A Diffusion Approach to Radiance Field Relighting using Multi-Illumination Synthesis

Yohan Poirier-Ginter, Alban Gauthier, Julien Philip, Jean-Francois Lalonde, George Drettakis

arXiv:2409.08947v2cs.CVcs.GR

TL;DR

Relighting radiance fields from single-lighting multi-view captures is underconstrained, particularly for complete scenes. The method fine-tunes a direction-conditioned diffusion model to augment captures, then trains a 3D Gaussian relightable field. Results show realistic interactive relighting on synthetic and real scenes, though physical accuracy is limited.

  • Problem

    Single-lighting multi-view captures leave lighting and material properties entangled, making relighting complete scenes severely underconstrained.

    Source: §1 · p. 1, §3.1 · p. 4
  • Method

    A fine-tuned ControlNet generates direction-conditioned relit views for dataset augmentation, which trains a 3D Gaussian field with an MLP and auxiliary feature vectors.

    Source: §1 · p. 2, §3.1.2 · p. 4
  • Results

    The method produces realistic relighting of synthetic and real captured scenes in real time and surpasses state of the art for cluttered indoor scenes.

    Source: §1 · p. 2, §4.2 · p. 7, §5 · p. 10
  • Takeaways & Limitations

    2D diffusion priors can support interactive relightable radiance fields for complete scenes from single low-frequency lighting captures.

    Source: §1 · p. 2, §5 · p. 10

    The method does not enforce physical accuracy, so it can hallucinate shadows and place highlights inaccurately.

    Source: §5 · p. 10

Abstract

from arXiv · show

Relighting radiance fields is severely underconstrained for multi-view data, which is most often captured under a single illumination condition; It is especially hard for full scenes containing multiple objects. We introduce a method to create relightable radiance fields using such single-illumination data by exploiting priors extracted from 2D image diffusion models. We first fine-tune a 2D diffusion model on a multi-illumination dataset conditioned by light direction, allowing us to augment a single-illumination capture into a realistic -- but possibly inconsistent -- multi-illumination dataset from directly defined light directions. We use this augmented data to create a relightable radiance field represented by 3D Gaussian splats. To allow direct control of light direction for low-frequency lighting, we represent appearance with a multi-layer perceptron parameterized on light direction. To enforce multi-view consistency and overcome inaccuracies we optimize a per-image auxiliary feature vector. We show results on synthetic and real multi-view data under single illumination, demonstrating that our method successfully exploits 2D diffusion model priors to allow realistic 3D relighting for complete scenes. Project site https://repo-sam.inria.fr/fungraph/generative-radiance-field-relighting/

1. Introduction

Relighting single-lighting radiance fields is underconstrained because lighting and materials are entangled, especially for complete scenes. The paper uses 2D diffusion priors to augment captures with controlled lighting and builds interactive relightable fields.

  • Single-lighting captures make relighting ill-posed because lighting and material properties are entangled.Source: §1 · p. 1
  • Existing alternatives require heavy multi-illumination capture, synthetic priors, restricted objects, simplifying lighting assumptions, or accurate geometry and normals.Source: §1 · pp. 1–2
  • Diffusion models provide rich image-distribution priors and complex lighting synthesis, but lighting-specific control for full 3D scenes had not been demonstrated.Source: §1 · p. 2
  • The method fine-tunes a direction-conditioned diffusion model, augments single-lighting multi-view images, and trains a 3D Gaussian relightable field with an MLP and auxiliary feature vectors.Source: §1 · p. 2
  • The resulting system provides direct lighting control and corrects generated-lighting inconsistencies for interactive relighting.Source: §1 · p. 2
  • On synthetic and real indoor scenes, the method produces realistic single-capture relighting in real time.Source: §1 · p. 2

2. Related Work

Related work spans radiance-field rendering, image and multi-view relighting, and diffusion models. This paper combines diffusion-based lighting synthesis with 3D Gaussian representations to target realistic relighting of cluttered indoor scenes from single-lighting captures.

2.1. Radiance Fields

  • Radiance fields synthesize novel views from multi-view images, while 3D Gaussian Splatting enables detailed real-time rendering; single-lighting captures lack direct lighting control.Source: §2.1 · p. 2

2.2. Single Image Relighting

  • Single-image relighting has mainly addressed faces and restricted effects, whereas generic-scene relighting is substantially harder because geometry is less constrained.Source: §2.2 · p. 2
  • Indoor-scene relighting differs from approaches focused on hard cast shadows, outdoor environments, or isolated objects with environment maps.Source: §2.2 · p. 3

2.3. Multi-view Relighting

  • Multi-view methods improve geometry but often depend on MVS quality, complex texture-space pipelines, or rough proxies and neural textures.Source: §2.3 · p. 3
  • Relightable radiance-field methods commonly target isolated objects under distant lighting and struggle with complex scene-scale geometry and near-field illumination.Source: §2.3 · p. 3
  • The paper simulates multi-illumination data with diffusion models to reduce the capture constraints of directly collecting varied lighting.Source: §2.3 · p. 3

2.4. Diffusion Models

  • Diffusion models learn denoising-based image generation, while latent-space and accelerated sampling methods make high-dimensional synthesis more practical.Source: §2.4 · p. 3
  • ControlNet enables efficient conditioning of Stable Diffusion, but realistic fine-tuned relighting of full cluttered scenes had not been established.Source: §2.4 · p. 3

3. Method

The method uses a light-conditioned diffusion model to synthesize multi-illumination views from single-light captures, then fits a relightable 3D Gaussian radiance field while compensating for inconsistencies.

3. Method

  • The pipeline combines 2D relighting, synthetic multi-illumination augmentation, and a consistency-aware 3D Gaussian radiance field for interactive scene relighting.The radiance field uses direct lighting control and auxiliary per-image vectors to address inaccuracies in synthesized relit views.Source: §3 · p. 4, §3.3 · p. 7

3.1. Single-View Relighting with 2D Diffusion Priors

  • Single-light captures are underconstrained because lighting and material properties are entangled, motivating priors for predicting appearance under new illumination.Existing approaches often require multi-illumination capture or restrictive assumptions, while lighting-specific diffusion priors for full 3D scenes had not been demonstrated.Source: §3.1 · p. 4

3.1.2. Controlling Relighting Diffusion

  • The method fine-tunes Stable Diffusion with ControlNet on 1,015 scenes and 18 non-front-facing light directions, conditioning relighting on an explicitly specified direction.Training uses paired images of the same scene under different lighting directions, with depth and image conditioning but no text conditioning.Source: §3.1 · p. 4, §3.1.2 · pp. 4–5

3.1.1. Lighting Direction

  • Lighting directions are estimated by fitting a gray sphere with Phong shading to averaged diffuse-sphere targets while minimizing L1 error.The optimization jointly estimates ambient light, albedo, specular intensity and hardness, and a Fresnel coefficient.Source: §3.1.1 · p. 4, Figure 3 · p. 4

3.1.3. Improving the Diffusion Quality

  • Color matching and a v-parameterized objective correct naive ControlNet relighting errors, while decoder fine-tuning restores sharper edges and legible text.Naive adaptation produces inaccurate colors, poor contrast, and distorted edges that degrade multi-view consistency.Source: §3.1.3 · p. 5, Figure 4 · p. 5, Figure 5 · p. 5

3.2. Augmenting Multi-View/Single-Lighting Datasets

  • Each single-illumination multi-view image is relit into 18 target directions, producing an approximate multi-view, multi-illumination dataset for radiance-field training.Known camera poses register the synthesized views, and forward-facing flash directions are excluded.Source: §3.2 · p. 5, Figure 7 · p. 6

3.3. Training a Lighting-Consistent Radiance Field

  • The 3D Gaussian radiance field replaces spherical-harmonic appearance with a light- and view-conditioned MLP, then adds per-image auxiliary vectors to absorb inconsistent synthesized lighting.Globally registered light directions provide direct control, while auxiliary vectors help fit each view and reduce artifacts such as floaters and holes.Source: §3.3 · pp. 5–6

4. Results and Evaluation

The method is evaluated on synthetic and real indoor scenes, where it produces realistic, interactive relighting from single-illumination captures and generally outperforms the compared methods.

4.1. Test Datasets

  • Synthetic evaluation uses four cluttered Blender scenes, simpler diffuse-only variants, multiview training and testing sweeps, and approximate ground-truth lighting.The evaluation renders 200 novel views under 18 lighting directions and computes standard image-quality metrics.Source: §4.1 · p. 7, §4.3 · p. 10
  • Real-scene experiments cover five captured indoor scenes plus COUNTER and ROOM from the MipNeRF360 dataset.The captured scenes include KETTLE, HOT PLATES, PAINT GUN, CHEST OF DRAWERS, and GARAGE WALL.Source: §4.1 · p. 7, §4.2 · p. 7

4.2. 3D Relighting Results

  • The relightable radiance field produces realistic and temporally consistent results while supporting interactive novel-view synthesis and relighting at 30fps on an A6000 GPU.The implementation adds a small MLP over the core 3DGS architecture, with memory usage comparable to original 3DGS.Source: §4.2 · p. 7

4.3. Evaluation

  • On the real KETTLE scene, our method shows fewer geometry and shading artifacts than Philip et al. [PMGD21], whose imprecise MVS preprocessing causes missing geometry.Real-scene qualitative results also show changes in highlights and shadows as the light source moves.Source: Figure 10 · p. 8, Figure 9 · p. 8
  • Our method outperforms the compared methods in nearly all synthetic scenarios across PSNR, SSIM, and LPIPS, remaining competitive in the exceptions.Table 1 reports per-scene quantitative results against OutCast, Relightable 3D Gaussians, and TensoIR.Source: Table 1 · p. 8, §4.3 · p. 10
  • Qualitative synthetic comparisons show results closer to Blender-rendered ground truth than OutCast, Relightable 3D Gaussians, and TensoIR.The baselines exhibit incorrect shadows, geometry-reconstruction difficulty, or splotchy appearance associated with inaccurate normals.Source: Figure 11 · p. 9, §4.3 · p. 10
  • The method is trained for indoor scenes and generalizes to some unseen scenes and lighting conditions, but with lower realism than on in-distribution samples.This establishes an explicit scope boundary for the reported out-of-distribution behavior.Source: §4.3 · p. 10

5. Conclusion

The method uses large diffusion-model priors to produce realistic relighting for captured scenes and interactive novel-view synthesis, surpassing state of the art for cluttered indoor scenes. Its physical accuracy remains limited, motivating more explicit consistency and geometric guidance.

  • It leverages a general-purpose single-view, multi-illumination dataset and fine-tunes a large pretrained generative model instead of relying on accurate geometry, material, or lighting estimation.Source: §5 · p. 10
  • The method synthesizes realistic relighting for captured scenes while enabling interactive novel-view synthesis and surpassing state of the art for cluttered indoor scenes.Source: §5 · p. 10
  • The method can hallucinate shadows from unseen geometry and misplace highlights because its target light direction is noisy and not fully physically accurate.Source: §5 · p. 10, Figure 12 · p. 10
  • Future work should enforce multi-view consistency and use radiance-field geometry more explicitly to guide accurate relighting and support complex lighting changes.Source: §5 · p. 10
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