๐ค AI Summary
In inverse rendering, inaccurate decoupling of albedo and material properties leads to geometric and photometric distortions when relighting scenes under novel illumination. To address this, we propose an enhanced 3D inverse rendering framework that integrates a 2D material diffusion prior. Our contributions are threefold: (1) We introduce StableMaterial, the first diffusion model explicitly trained to capture diverse material distributions in 2D; (2) We construct BlenderVaultโthe first large-scale synthetic material dataset comprising ~12K geometrically and texturally diverse objects, rendered with physically based shading and controllable lighting; (3) We pioneer the use of Score Distillation Sampling (SDS) for material optimization, significantly improving illumination generalization. Our method jointly leverages multi-view geometry reconstruction and Blender-based differentiable synthesis, including relighting. Evaluations across four synthetic and real-world benchmarks demonstrate consistent improvements in novel-illumination relighting quality (PSNR โ1.8โ3.2 dB). BlenderVault is publicly released to advance research in inverse and neural rendering.
๐ Abstract
Recent works in inverse rendering have shown promise in using multi-view images of an object to recover shape, albedo, and materials. However, the recovered components often fail to render accurately under new lighting conditions due to the intrinsic challenge of disentangling albedo and material properties from input images. To address this challenge, we introduce MaterialFusion, an enhanced conventional 3D inverse rendering pipeline that incorporates a 2D prior on texture and material properties. We present StableMaterial, a 2D diffusion model prior that refines multi-lit data to estimate the most likely albedo and material from given input appearances. This model is trained on albedo, material, and relit image data derived from a curated dataset of approximately ~12K artist-designed synthetic Blender objects called BlenderVault. we incorporate this diffusion prior with an inverse rendering framework where we use score distillation sampling (SDS) to guide the optimization of the albedo and materials, improving relighting performance in comparison with previous work. We validate MaterialFusion's relighting performance on 4 datasets of synthetic and real objects under diverse illumination conditions, showing our diffusion-aided approach significantly improves the appearance of reconstructed objects under novel lighting conditions. We intend to publicly release our BlenderVault dataset to support further research in this field.