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  <id>https://arxiv.org/api/qLkbPWo4a3C7AMr1aWEm45qpGZ4</id>
  <title>arXiv Query: search_query=(abs:relightable OR abs:"inverse rendering" OR abs:delighting OR abs:"intrinsic decomposition") AND (abs:human OR abs:face OR abs:avatar OR abs:skin)&amp;id_list=&amp;start=0&amp;max_results=60</title>
  <updated>2026-09-28T16:41:10Z</updated>
  <link href="https://arxiv.org/api/query?search_query=(abs:relightable+OR+(abs:%22inverse+rendering%22+OR+(abs:delighting+OR+abs:%22intrinsic+decomposition%22)))+AND+(abs:human+OR+(abs:face+OR+(abs:avatar+OR+abs:skin)))&amp;start=0&amp;max_results=60&amp;id_list=" type="application/atom+xml"/>
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  <entry>
    <id>http://arxiv.org/abs/2609.27600v1</id>
    <title>ARS-Avatar: Animatable and Relightable Surfel Avatars with Learnable Ambient Occlusion</title>
    <updated>2026-09-23T09:15:36Z</updated>
    <link href="https://arxiv.org/abs/2609.27600v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.27600v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating animatable and relightable human avatars from multi-view images remains challenging, as pose-dependent deformation, materials, and light visibility are intrinsically coupled in images. In this paper, we present ARS-Avatar, a novel method using surfel representation for high-quality, animatable, and relightable human avatars from multi-view images captured under unknown illumination. We first extract deformation priors from the template mesh and leverage as additional details beyond driving poses to facilitate faithful estimation of surfel attributes and reconstruction of animatable avatar. To support relighting, the deferred shading is employed to estimate BRDF materials. We further introduce a differentiable screen-space ambient occlusion formulation that enables gradient-based optimization of body-part specific occlusion radii through finite differences, providing an efficient approximation of light visibility that can be jointly optimized with the avatar. Extensive experiments demonstrate that ARS-Avatar achieves high-fidelity appearance reconstruction and physically-based material estimation, while enabling realistic animation and relighting under novel poses and illuminations.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-23T09:15:36Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Jiateng Liu</name>
    </author>
    <author>
      <name>Hao Gao</name>
    </author>
    <author>
      <name>Junxin Sun</name>
    </author>
    <author>
      <name>Mengqi Liu</name>
    </author>
    <author>
      <name>Jiu-Cheng Xie</name>
    </author>
    <author>
      <name>Jucheng Song</name>
    </author>
    <author>
      <name>Feng Xu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.28539v1</id>
    <title>$\unicode{x1F493}$Heartian: Physiology-Aware Relightable Gaussian Head Avatar</title>
    <updated>2026-09-22T21:25:20Z</updated>
    <link href="https://arxiv.org/abs/2609.28539v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.28539v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Gaussian head avatars typically model intrinsic facial appearance as temporally static, omitting subtle cardiac-induced skin-color variation. We propose $\unicode{x1F493}$Heartian, a physiology-aware modulation framework that learns cardiac-cycle-dependent per-frame albedo modulation of facial skin-region Gaussians within a relightable head avatar to encode remote photoplethysmography (rPPG) signals. Using synchronized contact PPG supervision, $\unicode{x1F493}$Heartian models the prescribed cardiac waveform as the sum of two Gaussian functions and learns per-frame spatial residuals via a lightweight MLP. Across 152 stationary recordings from UBFC-rPPG, PURE, and MMPD, attribute-space recovery of the supplied signal achieves a pooled recording-level heart-rate MAE of 0.29 bpm and MAPE of 0.38%. The signals remain detectable after rendering by benchmark rPPG methods, with the best tested configuration - a motion-augmented TS-CAN decoder pretrained on UBFC-rPPG - recovering heart rate from the rendered MMPD avatars at 0.97 bpm MAE and 1.21% MAPE. Meanwhile, $\unicode{x1F493}$Heartian maintains reconstruction quality comparable to the baseline, with negligible average PSNR degradation of 0.005 dB. Overall, our work embeds recoverable rPPG signals as controllable material attributes to subject-specific Gaussian head avatars while retaining the reconstruction quality.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-22T21:25:20Z</published>
    <arxiv:comment>4 pages of manuscript and 2 pages of supplementary material; SIGGRAPH Asia 2026 Technical Communications</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Xiaoyue Fan</name>
    </author>
    <author>
      <name>Jose Echevarria</name>
    </author>
    <author>
      <name>Akshay Paruchuri</name>
    </author>
    <author>
      <name>Kaan Akşit</name>
    </author>
    <arxiv:doi>10.1145/3829339.3847838</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3829339.3847838" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.24158v1</id>
    <title>Relightable 3D Avatar Reconstruction with Semantic-Adaptive Motion-Illumination Responses</title>
    <updated>2026-09-21T06:18:27Z</updated>
    <link href="https://arxiv.org/abs/2609.24158v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.24158v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reconstructing expressive and relightable 3D head avatars from monocular videos remains challenging in computer vision, as it requires accurate modeling of both non-rigid facial motion and illumination-dependent appearance. Existing Gaussian avatar methods commonly rely on globally coupled representations, in which Gaussian primitives share a unified motion or illumination response model. Such uniform modeling neglects the distinct motion patterns and material/reflectance properties of different facial semantic regions, thereby limiting fine-grained animation accuracy and reducing relighting plausibility. To address this limitation, we propose SAMIRA, a 3D Gaussian avatar framework for semantic-adaptive motion-illumination response modeling. For motion response modeling, the Semantic-Adaptive Motion Response module rasterizes current-to-reference mesh displacements into a topology-consistent UV space and leverages facial semantics to route displacement features through semantic-specific modulators, predicting localized Gaussian geometric residuals beyond coarse mesh binding. For illumination response modeling, the Semantic-Adaptive Illumination Response module learns compact diffuse and specular response factors for each facial region, allowing Gaussians in different regions to adapt their illumination responses to novel environment lighting. These response factors are incorporated into deferred physically based shading, providing a lightweight approximation of semantic-dependent illumination effects. Extensive experiments on self-reenactment, cross-reenactment, and relighting demonstrate that SAMIRA improves both fine-grained expression reconstruction and relighting realism over existing methods.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-21T06:18:27Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jiankuo Zhao</name>
    </author>
    <author>
      <name>Xiangyu Zhu</name>
    </author>
    <author>
      <name>Jijie Li</name>
    </author>
    <author>
      <name>Baiqin Wang</name>
    </author>
    <author>
      <name>Shukai Chen</name>
    </author>
    <author>
      <name>Zhen Lei</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.17740v1</id>
    <title>Geometry-Driven Shadow Harmonisation for Composited Faces: A Multiplicative, Albedo-Preserving Relighting Pipeline</title>
    <updated>2026-09-15T18:47:05Z</updated>
    <link href="https://arxiv.org/abs/2609.17740v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.17740v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Face swapping and face compositing pipelines routinely produce a face that is geometrically well aligned but photometrically implausible: the donor face carries flat, near-frontal studio illumination while the host body and background carry directional scene light. Most existing remedies re-synthesise the face through colour transfer, neural relighting, or inverse rendering, and therefore risk altering identity, skin tone, and texture. We present a conservative alternative: geometry-driven form-shadow injection. The pipeline never repaints the face. It estimates a per-pixel gain field $g\in[g_{\min},1]$ from a rasterised 3D face proxy and multiplies it channel-uniformly onto linear RGB, so the operator can only darken and cannot shift chromaticity. A dense landmark mesh is rasterised into a depth buffer, from which we derive surface normals, a cavity term, and screen-space cast shadows. Key-light direction is estimated from host-side cues (body, background, hair halo); on-face cues are downweighted because they recover the donor's lighting. Shadow magnitude is not matched to the host: it is set by a three-parameter transfer $(τ,σ,g_{\min})$. The shading field is divided by its 75th percentile over skin, then gated, scaled, clamped, smoothed, and re-clipped inside a feathered, skin-gated face mask. On an analytic face heightfield, the default $(τ,σ,g_{\min})=(0.90,0.45,0.82)$ modifies 56.5% of face pixels with mean gain 0.938 (0.890 on modified pixels) and drives 3.4% of pixels to the floor. Hue invariance is a corollary of the operator. We analyse the transfer in closed form, ablate its parameters, and discuss failure modes of a monotone, darkening-only formulation, including double-shadowing of non-flat donors.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-15T18:47:05Z</published>
    <arxiv:comment>Source code: https://github.com/vijeshkpaei/geometry-driven-shadow-harmonisation</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Vijesh KP</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.22830v2</id>
    <title>ID-V2V: Identity-Preserving Video Restylization</title>
    <updated>2026-08-19T19:08:30Z</updated>
    <link href="https://arxiv.org/abs/2607.22830v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.22830v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>In visual storytelling, human performances are central to creative intent and narrative meaning. However, preserving human identity and performance while enabling flexible visual edits remains challenging for generative video models. We formalize this challenge as identity-preserving video restylization, which propagates scene, lighting, and style changes specified by an edited keyframe across a source video, while preserving facial likeness and performance, including expressions, eye gaze, and lip synchronization. A key obstacle is the absence of paired training data, as identity-preserving restylized video pairs are rare in real-world settings. To address this, we propose a decoupling of source-grounded identity preservation and edit-driven video synthesis. Our key insight is that facial appearance and expression should remain invariant, with illumination being the primary permissible variation. We therefore cast identity preservation as a video relighting problem, while modeling visual edit propagation as controlled video synthesis guided by the edited keyframe. Building on this formulation, we introduce ID-V2V, a video-to-video generative framework integrating complementary control signals: relit facial regions and facial normal maps tightly constrain facial likeness and performance, while edited keyframes and depth sequences enable flexible and temporally coherent generation. This design enables constructing training pairs from a single video, eliminating the need for scarce paired data. Extensive experiments demonstrate that ID-V2V significantly outperforms existing methods in preserving facial likeness and fine-grained facial performance, supports both single- and multi-subject scenarios, and delivers high visual quality, highlighting its potential as a human-centric tool for real-world content production. The code is available at: https://github.com/Eyeline-Labs/ID-V2V.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-24T18:12:58Z</published>
    <arxiv:comment>Accepted to SIGGRAPH Asia 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yuancheng Xu</name>
    </author>
    <author>
      <name>Mingming He</name>
    </author>
    <author>
      <name>Pablo Salamanca</name>
    </author>
    <author>
      <name>Li Ma</name>
    </author>
    <author>
      <name>Yash Kant</name>
    </author>
    <author>
      <name>Emmett Steven</name>
    </author>
    <author>
      <name>Paul Debevec</name>
    </author>
    <author>
      <name>Ning Yu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.15806v1</id>
    <title>HybridSim: A Physics-Learning Hybrid Digital Twin for mmWave Human Sensing</title>
    <updated>2026-07-17T10:20:31Z</updated>
    <link href="https://arxiv.org/abs/2607.15806v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.15806v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>High-fidelity simulation of mmWave radar signals for dynamic human motion is valuable for developing radar-based human sensing models; yet collecting accurately labeled measurements for a specific deployment site remains expensive. We present HybridSim, a physics-learning hybrid simulator that synthesizes mmWave radar signals from dynamic human meshes under a fixed indoor room configuration, explicitly decoupling propagation into two components. To parameterize the human subject, we use a tri-plane representation to extract human features and a Graph Convolutional Network to stabilize optimization and mitigate gradient instability. The direct signal path is modeled via an inverse-rendering formulation with a microfacet BRDF to capture primary surface reflections. In parallel, the indirect path is approximated by combining 3D Gaussian Splatting with a virtual-receiver geometry to fit and reproduce site-specific multipath interference patterns, achieving substantially lower computational cost than explicit full ray tracing. Experiments in a fixed-room setting show improved agreement with a physically based reference and consistent gains on downstream radar-based human sensing tasks when using HybridSim for site-specific data augmentation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-17T10:20:31Z</published>
    <arxiv:comment>Accepted to ECCV 2026. Project Page: https://weitao-xiong.github.io/HybridSim/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Weitao Xiong</name>
    </author>
    <author>
      <name>Tianyu Liu</name>
    </author>
    <author>
      <name>Peng Li</name>
    </author>
    <author>
      <name>Kok Chung Chua</name>
    </author>
    <author>
      <name>Toa Chean Khim</name>
    </author>
    <author>
      <name>Pu Wang</name>
    </author>
    <author>
      <name>Hongfei Xue</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.04796v1</id>
    <title>Glare Mitigation using a Differentiable Unified Glare Rating</title>
    <updated>2026-07-06T08:30:24Z</updated>
    <link href="https://arxiv.org/abs/2607.04796v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.04796v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent research in differentiable light transport extends the utility of computer graphics algorithms beyond traditional image generation, offering powerful tools for physical inverse design. In architectural and automotive applications, visual discomfort from glare is a critical design rating, traditionally quantified by the discrete CIE Unified Glare Rating (UGR). The standard UGR formulation relies on strict binary thresholds, making it fundamentally incompatible with smooth gradient-based inverse rendering. In this paper, we introduce a continuous, fully differentiable proxy for UGR. To resolve the severe optimisation instabilities caused by Monte Carlo variance at low sample densities, we introduce a differentiable optical scattering pass that simulates the Point Spread Function (PSF) of the human eye to heal fractured evaluation masks. We replace the discrete UGR step function with a tunable sigmoid boundary, enabling gradients to flow smoothly from the psychophysical measure back to the physical scene parameters. We deploy this differentiable framework to systematically reduce glare across three radiometric domains: surface-side microgeometry roughening, boundary-side index of refraction (IOR) optimisation, and source-side emitter gobo masking. By transforming a passive perceptual evaluation into an active loss landscape, our framework provides a robust, physics-based pipeline for optimizing visual comfort in complex global illumination environments.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-06T08:30:24Z</published>
    <arxiv:comment>15 pages, 16 figures. Published in Proceedings of the Eurographics Symposium on Rendering (EGSR) 2026, Symposium Track. This is the authors' version; the definitive version is available at the Eurographics Digital Library</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <arxiv:journal_ref>Eurographics Symposium on Rendering 2026 (Symposium Track)</arxiv:journal_ref>
    <author>
      <name>Linas Beresna</name>
    </author>
    <author>
      <name>Eugene Fiume</name>
    </author>
    <arxiv:doi>10.2312/sr.20261013</arxiv:doi>
    <link rel="related" href="https://doi.org/10.2312/sr.20261013" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.31018v1</id>
    <title>WarpI2I: Image Warping for Image-to-Image Translation</title>
    <updated>2026-06-30T01:18:31Z</updated>
    <link href="https://arxiv.org/abs/2606.31018v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.31018v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Image-to-image (I2I) translation has achieved strong results in tasks like human relighting and driving scene translation using latent diffusion models (LDMs). However, compact LDMs often struggle to preserve fine-grained structures because the encoder compresses high-resolution inputs into a spatially downsampled latent space. To address this issue, we propose a simple saliency-guided warp-unwarp framework that reallocates spatial representation toward salient regions before encoding, enabling better preservation of structural details without increasing latent resolution. The warped image is processed by the original diffusion model and then mapped back via an inverse warp. In addition, we propose a simple and efficient outpainting-based synthetic data generation pipeline to produce high-quality paired data for image relighting. Our method is model-agnostic, requires no architectural modification, and introduces negligible computational overhead. Experiments on human relighting, driving scene relighting, and translation demonstrate improved structural preservation, lighting faithfulness, and image quality, with our framework extending naturally to video via frame-by-frame application with good temporal stability. Project Webpage: https://shenzheng2000.github.io/WarpI2I.github.io</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-30T01:18:31Z</published>
    <arxiv:comment>ECCV 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Shen Zheng</name>
    </author>
    <author>
      <name>Anurag Ghosh</name>
    </author>
    <author>
      <name>Gaurav Parmar</name>
    </author>
    <author>
      <name>Srinivasa Narasimhan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.29379v1</id>
    <title>DR-GS: Physically-Based Deformable and Relightable 2D Gaussians</title>
    <updated>2026-06-28T13:03:13Z</updated>
    <link href="https://arxiv.org/abs/2606.29379v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.29379v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Gaussian splatting (GS) has garnered significant attention in VR/AR and digital content creation due to its explicit parameterization and efficient rendering capabilities. However, existing GS-based methods for deformable objects face two key limitations: (i) illumination is erroneously baked into textures, causing physically inconsistent responses under dynamic deformations and lighting changes; (ii) snapshot-based reconstruction restricts post-reconstruction material editing. To address these challenges, we propose Deformable and Relightable GS (DR-GS), a unified Gaussian framework that integrates physically-based inverse rendering, relighting, and deformation-aware manipulation. Through explicitly disentangling geometry, illumination, and material representations, DR-GS overcomes the limitations of static snapshots, resolving unrealistic appearance under varying conditions while enabling post-reconstruction parameter editing. Extensive experiments show that DR-GS achieves leading visual quality across static reconstruction, dynamic deformation, and relighting, reliably preserving reflections and specular highlights on glossy surfaces. It further establishes a fully decoupled geometry-illumination-material pipeline, enabling high-quality 3D asset creation and comprehensive post-editing.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-28T13:03:13Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jiaxin Li</name>
    </author>
    <author>
      <name>Tong Wu</name>
    </author>
    <author>
      <name>Yi Wei</name>
    </author>
    <author>
      <name>Tailin Wu</name>
    </author>
    <author>
      <name>Li Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.28144v1</id>
    <title>Monocular Avatar Reconstruction via Cascaded Diffusion Priors and UV-Space Differentiable Shading</title>
    <updated>2026-06-26T14:41:13Z</updated>
    <link href="https://arxiv.org/abs/2606.28144v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.28144v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reconstructing high-fidelity, relightable 3D avatars from a single in-the-wild image is a challenging ill-posed problem, primarily hindered by the scarcity of high-quality PBR data and the complexity of disentangling illumination from intrinsic materials. In this paper, we present a data-efficient framework that leverages the robust priors of a unified pre-trained diffusion backbone to sequentially address texture completion, delighting, and material decomposition. Unlike existing methods that rely on fragmented pipelines or extensive proprietary datasets, we utilize cascaded Low-Rank Adaptations (LoRAs) to adapt the strong generative prior of the diffusion model for each sub-task in UV space. Specifically, we first employ an Inpainting LoRA to complete missing UV textures caused by occlusion, leveraging the model's semantic understanding to generate semantically and photometrically coherent details. Subsequently, a Light-Homogenization LoRA and a novel Cross-Intrinsic Attention mechanism are introduced to remove baked-in lighting and collaboratively synthesize pixel-aligned PBR maps (Albedo, Normal, Roughness, Specular, and Displacement). To ensure physical plausibility, we impose a UV-space differentiable BRDF shading loss during the decomposition stage, forcing the generative process to adhere to the rendering equation without the artifacts typical of rasterization-based supervision. Extensive experiments demonstrate that our method, trained on fewer than 100 real 3D scans, generates comprehensive, 4K-resolution PBR assets with superior realism and generalization compared to state-of-the-art methods, and all training code and model weights will be released upon acceptance.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-26T14:41:13Z</published>
    <arxiv:comment>Accepted by ECCV 2026. Project page: https://luh1124.github.io/MARCUS-Avatar-Projectpage/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Hong Li</name>
    </author>
    <author>
      <name>Minqi Meng</name>
    </author>
    <author>
      <name>Yanjun Liang</name>
    </author>
    <author>
      <name>Chongjie Ye</name>
    </author>
    <author>
      <name>Houyuan Chen</name>
    </author>
    <author>
      <name>Weiqing Xiao</name>
    </author>
    <author>
      <name>Xianda Guo</name>
    </author>
    <author>
      <name>Guojun Lei</name>
    </author>
    <author>
      <name>Xuhui Liu</name>
    </author>
    <author>
      <name>Chaojie Yang</name>
    </author>
    <author>
      <name>Yanlun Peng</name>
    </author>
    <author>
      <name>Hao Zhao</name>
    </author>
    <author>
      <name>Baochang Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.25376v1</id>
    <title>Transferable Attack against Face Swapping in an Extended Space</title>
    <updated>2026-06-24T04:09:57Z</updated>
    <link href="https://arxiv.org/abs/2606.25376v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.25376v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Although deep Face Swapping (FS) models may benefit the entertainment industry, they pose severe threats to privacy and security. Existing protections, including deepfake detection and adversarial perturbation, are either passive responses or ineffective to unseen subject-agnostic FS models. In this paper, we propose a transferable attack against subject-agnostic FS models named Additive Identity attack based on a Relighting function (AIR). AIR leverages reillumination and additive perturbations to mislead the identity extraction modules in subject-agnostic FS models. By using these two types of perturbations simultaneously, the attack space is extended such that stronger but more visually natural adversarial examples can be identified. To further enhance the visual quality while preserving the effectiveness of the attack, an adaptive translation-invariant operation and an illumination control scheme are designed for AIR. Unlike other methods, AIR does not require a surrogate FS model to achieve high transferability. In addition, a mathematical proof is given for the extension of the attack space. Extensive experiments using 1000 image pairs across various state-of-the-art subject-agnostic FS models, including GAN and diffusion-based FS models, show that AIR surpasses all existing attacks in terms of both attack success rate and image quality.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-24T04:09:57Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Mingzhi Lyu</name>
    </author>
    <author>
      <name>Yi Huang</name>
    </author>
    <author>
      <name>Jun Xie</name>
    </author>
    <author>
      <name>Zihao Zhao</name>
    </author>
    <author>
      <name>Hong Xu</name>
    </author>
    <author>
      <name>Adams Wai-Kin Kong</name>
    </author>
    <arxiv:doi>10.1109/ICME59968.2025.11208981</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1109/ICME59968.2025.11208981" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.22718v2</id>
    <title>Generative Relightable Avatars</title>
    <updated>2026-07-30T13:03:09Z</updated>
    <link href="https://arxiv.org/abs/2606.22718v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.22718v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present Generative Relightable Avatars (GRA), a person-specific method for photorealistic free-view rendering and environment-map relighting of full-body humans. We postulate that modeling fine-grained appearance details is inherently a one-to-many problem that can benefit from a generative formulation. In contrast to fully regressive relightable avatar methods, GRA follows a hybrid approach that combines controllable, physics-grounded relighting with probabilistic refinement. Starting from a tracked animated mesh, we optimize material parameters in UV-space and render a coarse relit appearance under a target HDR environment map. Next, we refine the textures with a feed-forward model to capture pose-dependent texture dynamics and illumination effects beyond simplified reflectance assumptions. Finally, a fine-tuned video-to-video diffusion model transforms the physically grounded renderings into temporally coherent, high-detail videos while preserving 3D control, with an error-recycling strategy for generating long videos. Experimental evaluations demonstrate our method's improved perceptual quality over prior relightable avatar baselines. Project Page: https://vcai.mpi-inf.mpg.de/projects/GRA/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-21T23:36:00Z</published>
    <arxiv:comment>Project Page: https://vcai.mpi-inf.mpg.de/projects/GRA/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Kunwar Maheep Singh</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
    <author>
      <name>Rishabh Dabral</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.16323v1</id>
    <title>HAFMat: Hybrid Priors Guided Adaptive Fusion for Single-Image Human Material Estimation</title>
    <updated>2026-06-15T07:30:09Z</updated>
    <link href="https://arxiv.org/abs/2606.16323v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.16323v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Physically based rendering (PBR) material estimation is a fundamental appearance decomposition task with broad applications in virtual content creation, relighting, and digital human rendering. However, estimating PBR materials from a single human image remains highly ill-posed, since illumination, geometry, and reflectance are heavily entangled in the observed appearance. To mitigate this ambiguity, we propose HAFMat, a hybrid-prior-guided framework for single-image human material estimation. Our method introduces guidance maps that encode complementary cues, including appearance, body geometry, structure, and prior material predictions from pre-trained models. A key observation is that these guidance cues are heterogeneous: some cues mainly provide texture-level constraints, while others convey higher-level semantic information. To exploit this property, we design a Multi-layer Adaptive Feature Fusion Mechanism, which adaptively fuses guidance features with decoder features at different stages. This design enables texture-dominant and semantic-dominant cues to guide material decoding at appropriate levels, leading to more accurate and physically plausible material estimation. Extensive experiments on both synthetic and real data demonstrate that our method achieves state-of-the-art performance in material estimation and downstream relighting.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-15T07:30:09Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yu Jiang</name>
    </author>
    <author>
      <name>Jiahao Xia</name>
    </author>
    <author>
      <name>Jiongming Qin</name>
    </author>
    <author>
      <name>Jianchi Sun</name>
    </author>
    <author>
      <name>Chunxia Xiao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.02919v3</id>
    <title>Pixel Cube: Diffusion-based Portrait Video Relighting Through Realistic Lighting Reproduction</title>
    <updated>2026-06-05T00:48:04Z</updated>
    <link href="https://arxiv.org/abs/2606.02919v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.02919v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present a diffusion-based method for relighting dynamic portrait videos with photorealism and temporal consistency. Our method is fueled by a hybrid training dataset that consists of real-captured and rendered dynamic portrait videos with diverse subject appearances, facial motions, head poses, and known lighting conditions. Specifically, we construct an LED-based lighting system for realistic lighting emulation and high-speed video relighting data acquisition. By leveraging the image priors embedded in pre-trained video diffusion models, and using per-frame high dynamic range (HDR) environment map as lighting control, we train a high-performance generative model for realistic and identity-preserving dynamic portrait video relighting. In addition to the environment map control, our model uses a synthesized background image to enable control on the camera's exposure level and color tone. Our model can produce temporally consistent relit portrait video that looks realistic and harmonious under a provided new environment and faithfully preserve the subject's expression and fine facial features, including skin tone, wrinkles, and facial hair. Our model generalizes well to unseen data, in terms of the subject appearance, motion, and lighting condition. We perform extensive experiments on relighting in-the-wild videos with various environment maps and demonstrate practical applications on portrait photography. Results show that our method achieves state-of-the-art performance in photorealism, lighting harmony, and temporal consistency.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-01T21:47:17Z</published>
    <arxiv:comment>ACM SIGGRAPH 2026 Journal Track / ACM Transactions on Graphics, 17 pages. Project page: https://yufanzhang82.github.io/PixelCube/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>ACM Trans. Graph. 45, 4, Article 119 (July 2026), 17 pages</arxiv:journal_ref>
    <author>
      <name>Yufan Zhang</name>
    </author>
    <author>
      <name>Yu Ji</name>
    </author>
    <author>
      <name>Ayo Ajiboye</name>
    </author>
    <author>
      <name>Rundi Wu</name>
    </author>
    <author>
      <name>Yu Guo</name>
    </author>
    <author>
      <name>Changxi Zheng</name>
    </author>
    <author>
      <name>Jinwei Ye</name>
    </author>
    <arxiv:doi>10.1145/3811400</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3811400" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.30318v1</id>
    <title>Before the Shutter: Aesthetic and Actionable Portrait Photography Planning in 3D Scenes</title>
    <updated>2026-05-28T17:55:09Z</updated>
    <link href="https://arxiv.org/abs/2605.30318v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.30318v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Portrait photography is largely decided before the shutter opens: the subject's pose, the camera configuration, and the lighting devices must be coordinated within the surrounding 3D scene. In contrast, most existing computational methods focus on post-production in 2D image space, such as retouching, relighting, or editing images that already exist; pre-capture photographic planning remains largely unexplored. We introduce 3D aesthetic portrait planning, the task of generating human pose, camera, lighting, and exposure plans that produce visually compelling portraits while satisfying geometric and photometric feasibility in a 3D scene. Our approach builds a Photographic Scene Graph that represents scene affordances, subject-scene relations, and portrait-relevant lighting structure. Built on this representation, we perform aesthetic-guided comparative planning over previous attempts and current viewfinder observations. Experiments across diverse indoor and outdoor scenes show that our method produces portraits preferred by human raters and MLLM evaluators over competitive baselines, while maintaining high physical plausibility. Together, our results suggest a path from post-capture correction toward pre-capture computational portrait planning. Project repository: https://github.com/songrise/Before-the-Shutter</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-28T17:55:09Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Ruixiang Jiang</name>
    </author>
    <author>
      <name>Chang Wen Chen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.30250v1</id>
    <title>Ambient-robust Inverse Rendering using Active RGB-NIR Imaging</title>
    <updated>2026-05-28T17:13:41Z</updated>
    <link href="https://arxiv.org/abs/2605.30250v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.30250v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Inverse rendering aims to reconstruct geometry and reflectance of objects from images. Despite recent progress, existing methods often produces inaccurate reconstructions that are sensitive to ambient illumination conditions. Here we introduce an ambient-robust inverse rendering method enabled by active RGB-NIR imaging. Our key insight is to leverage near-infrared (NIR) flash illumination-imperceptible to human observers-to obtain stable point-light shading that is largely invariant to ambient illumination. By using multi-view RGB images illuminated by ambient light and NIR images acquired with active NIR flash illumination, we reconstruct accurate geometry and reflectance by exploiting the complementary benefits of RGB and NIR images via a three-stage inverse rendering method. To enable dense multi-view acquisition, we develop an active imaging system equipped with a RGB-NIR camera and a NIR flash mounted on a mobile base. Using this system, we collect the first multi-view RGB-NIR inverse rendering dataset captured under multiple ambient illumination conditions. Experiments demonstrate that our method outperforms prior approaches, achieving accurate geometry and reflectance estimation across multiple ambient lighting scenarios.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-28T17:13:41Z</published>
    <arxiv:comment>11 pages</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Hoon-Gyu Chung</name>
    </author>
    <author>
      <name>Jinnyeong Kim</name>
    </author>
    <author>
      <name>Hyunwoo Kang</name>
    </author>
    <author>
      <name>Seung-Hwan Baek</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.28401v1</id>
    <title>EgoRelight: Egocentric Human Capture and Illumination Recovery for Relightable and Photoreal Avatar Rendering</title>
    <updated>2026-05-27T12:38:10Z</updated>
    <link href="https://arxiv.org/abs/2605.28401v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.28401v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Mixed Reality (MR) headsets promise a future of immersive telepresence where virtual humans blend indistinguishably into real or virtual surroundings. Achieving this vision requires a method for capturing a user's motion, estimating appearance under novel lighting, and understanding the environment - all from the constrained viewpoint of a head-mounted display (HMD). Existing approaches treat these as isolated problems: they either focus on driving avatars with baked-in lighting or rely on studio setups for relighting. In this paper, we present EgoRelight, a holistic framework for egocentric telepresence that simultaneously captures full-body human performance, synthesizes photorealistic and relightable appearance, and estimates high dynamic range (HDR) environment maps from a single HMD. First, to ensure motion and surface reconstruction, we propose an egocentric perception module that leverages stereo down-facing cameras to extract dense depth maps, which serve as geometric control signals to drive a mesh-based avatar. Second, we introduce a novel neural appearance model that learns to synthesize view-dependent specular and view-independent diffuse shading separately. By employing a specialized ray-sampling strategy, our model generalizes to unseen illumination without relying on restrictive analytical BRDF priors. Third, we enable seamless avatar integration into the physical world via a test-time inverse rendering process, which recovers an HDR environment map by matching the pre-trained avatar's appearance to live egocentric camera observations. We demonstrate our system through a social telepresence application, where remote users are coherently relit according to their physical environment. Extensive experiments show that our components and the integrated system significantly outperform state-of-the-art baselines in geometric accuracy and rendering as well as relighting fidelity.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-27T12:38:10Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jianchun Chen</name>
    </author>
    <author>
      <name>Yinda Zhang</name>
    </author>
    <author>
      <name>Rohit Pandey</name>
    </author>
    <author>
      <name>Thabo Beeler</name>
    </author>
    <author>
      <name>Marc Habermann</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
    <arxiv:doi>10.1145/3811346</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3811346" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.21766v1</id>
    <title>BodyReLux: Temporally Consistent Full-Body Video Relighting</title>
    <updated>2026-05-20T21:57:31Z</updated>
    <link href="https://arxiv.org/abs/2605.21766v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.21766v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Being able to relight human performance is a fundamental task for post production and content creation. We present BodyReLux, a subject-specific video diffusion-based framework for relighting full-body human performances in a temporally consistent way. Our model is trained on a hybrid dataset of pixel-aligned video relighting pairs, covering a diverse combination of lighting conditions, performances and viewpoints. To acquire such dataset, we combine traditional static One-Light-at-a-Time (OLAT) capture and a novel dynamic performance capture in which two smoothly varying lighting sequences are rapidly interleaved. Because the lighting operates above the human flicker-fusion threshold, the interleaving does not appear to strobe. We train our video relighting model from a pretrained text-to-video model to fully leverage the generative priors for producing high quality videos. To achieve accurate lighting control, we introduce a new lighting conditioning method that represents each light source as a token. We further condition on sequences of lighting using masked attention to support dynamic lighting control. Together with a carefully designed data augmentation pipeline, we achieve photorealistic, robust, and temporally consistent video relighting of subject-specific human performances.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-20T21:57:31Z</published>
    <arxiv:comment>Siggraph 2026 Journal Track. Project page: https://eyeline-labs.github.io/bodyrelux/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Li Ma</name>
    </author>
    <author>
      <name>Mingming He</name>
    </author>
    <author>
      <name>Xueming Yu</name>
    </author>
    <author>
      <name>David M. George</name>
    </author>
    <author>
      <name>Ahmet Levent Taşel</name>
    </author>
    <author>
      <name>Paul Debevec</name>
    </author>
    <author>
      <name>Julien Philip</name>
    </author>
    <arxiv:doi>10.1145/3811352</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3811352" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.19924v1</id>
    <title>RoHIL: Robust Human-in-the-Loop Robotic Reinforcement Learning Against Illumination Variations</title>
    <updated>2026-05-19T14:47:38Z</updated>
    <link href="https://arxiv.org/abs/2605.19924v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.19924v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Human-in-the-loop reinforcement learning systems achieve near-perfect success on the workstation where they are trained, but collapse when the same robot is moved to a workstation a few meters away due to shifts in the visual input distribution caused by new lamp positions and window light. Re-collecting demonstrations and re-running HIL on every workstation is incompatible with deployment, and naively fine-tuning on shifted-light data triggers catastrophic forgetting of the source workstation. To close this cross-domain gap, we present RoHIL, an offline fine-tuning framework that uses no extra real-robot interaction. RoHIL combines (i) a world-model-based image relighter that re-synthesises the visual stream of source-workstation trajectories under multiple virtual HDRI environments, leaving actions and rewards real; (ii) Illumination-Retention Replay (IRR), a data-level anti-forgetting mechanism that interleaves relit adaptation transitions with original-light retention transitions to preserve source-workstation Bellman coverage; and (iii) an anchored Bellman-actor regulariser that constrains representation and policy drift from the original source-workstation policy. Across four real-robot manipulation tasks under significant cross-workstation illumination variations, RoHIL substantially improves shifted-light performance where standard HIL-RL collapses, while preserving source-workstation performance, eliminating the need to re-collect data and retrain for every new workstation and environment. Project page: https://anonymous4365.github.io/RoHIL/</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-19T14:47:38Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Shuoqin Zhang</name>
    </author>
    <author>
      <name>Yixin Xiong</name>
    </author>
    <author>
      <name>Xiru Gao</name>
    </author>
    <author>
      <name>Kai Liu</name>
    </author>
    <author>
      <name>Ke Wang</name>
    </author>
    <author>
      <name>Xichuan Zhou</name>
    </author>
    <author>
      <name>Zhe Hu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.14960v1</id>
    <title>Meschers: Geometry Processing of Impossible Objects</title>
    <updated>2026-05-14T15:28:14Z</updated>
    <link href="https://arxiv.org/abs/2605.14960v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.14960v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Impossible objects, geometric constructions that humans can perceive but that cannot exist in real life, have been a topic of intrigue in visual arts, perception, and graphics, yet no satisfying computer representation of such objects exists. Previous work embeds impossible objects in 3D, cutting them or twisting/bending them in the depth axis. Cutting an impossible object changes its local geometry at the cut, which can hamper downstream graphics applications, such as smoothing, while bending makes it difficult to relight the object. Both of these can invalidate geometry operations, such as distance computation. As an alternative, we introduce Meschers, meshes capable of representing impossible constructions akin to those found in M.C. Escher's woodcuts. Our representation has a theoretical foundation in discrete exterior calculus and supports the use-cases above, as we demonstrate in a number of example applications. Moreover, because we can do discrete geometry processing on our representation, we can inverse-render impossible objects. We also compare our representation to cut and bend representations of impossible objects.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-14T15:28:14Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <arxiv:journal_ref>ACM Trans. Graph. 44, 4, Article 70 (August 2025)</arxiv:journal_ref>
    <author>
      <name>Ana Dodik</name>
    </author>
    <author>
      <name>Isabella Yu</name>
    </author>
    <author>
      <name>Kartik Chandra</name>
    </author>
    <author>
      <name>Jonathan Ragan-Kelley</name>
    </author>
    <author>
      <name>Joshua Tenenbaum</name>
    </author>
    <author>
      <name>Vincent Sitzmann</name>
    </author>
    <author>
      <name>Justin Solomon</name>
    </author>
    <arxiv:doi>10.1145/3731422</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3731422" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.14594v1</id>
    <title>TOPOS: High-Fidelity and Efficient Industry-Grade 3D Head Generation</title>
    <updated>2026-05-14T09:02:32Z</updated>
    <link href="https://arxiv.org/abs/2605.14594v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.14594v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>High-fidelity 3D head generation plays a crucial role in the film, animation and video game industries. In industrial pipelines, studios typically enforce a fixed reference topology across all head assets, as such a clean and uniform topology is a prerequisite for production-level rigging, skinning and animation. In this paper, we present TOPOS, a framework tailored for single image conditioned 3D head generation that jointly recovers geometry and appearance under such an industry-standard topology. In contrast to general 3D generative models which produce triangle meshes with inconsistent topology and numerous vertices, hindering semantic correspondence and asset-level reuse, TOPOS generates head meshes with a fixed, studio-style topology, enabling consistent vertex-level correspondence across all generated heads. To model heads under this unified topology, we proposed a novel variational autoencoder structure, termed TOPOS-VAE. Inspired by multi-model large language models (MLLMs), our TOPOS-VAE leverages the Perceiver Resampler to convert input pointclouds sampled from head meshes of diverse topologies into the target reference topology. Building upon TOPOS-VAE's structured latent space, we train a rectified flow transformer, TOPOS-DiT, to efficiently generate high-fidelity head meshes from a single image. We further present TOPOS-Texture, an end-to-end module that produces relightable UV texture maps from the same portrait image via fine-tuning a multimodal image generative model. The generated textures are spatially aligned with the underlying mesh geometry and faithfully preserve high-frequency appearance details. Extensive experiments demonstrate that TOPOS achieves state-of-the-art performance on 3D head generation, surpassing both classical face reconstruction methods and general 3D object generative models, highlighting its effectiveness for digital human creation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-14T09:02:32Z</published>
    <arxiv:comment>Technical Report</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Bojun Xiong</name>
    </author>
    <author>
      <name>Zoubin Bi</name>
    </author>
    <author>
      <name>Xinghui Peng</name>
    </author>
    <author>
      <name>Yunmu Wang</name>
    </author>
    <author>
      <name>Junchen Deng</name>
    </author>
    <author>
      <name>Jun Liang</name>
    </author>
    <author>
      <name>Jing Li</name>
    </author>
    <author>
      <name>Bowen Cai</name>
    </author>
    <author>
      <name>Huan Fu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.12619v2</id>
    <title>Perceived face similarity reflects inverse-generative and naturalistic discriminative objectives</title>
    <updated>2026-09-07T04:20:53Z</updated>
    <link href="https://arxiv.org/abs/2605.12619v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.12619v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>The perceptual representations supporting our ability to recognize faces remain a computational mystery. Deep neural networks offer mechanistic hypotheses for human face perception, but theoretically distinct models often make indistinguishable representational predictions for randomly sampled faces. To expose diagnostic differences among these hypotheses, we compared six neural network models sharing an architecture but trained on distinct tasks, using face pairs optimized to elicit contrasting model predictions ("controversial" pairs) alongside randomly sampled pairs. We tested model predictions against face-dissimilarity judgments from 864 human participants across stimulus sets differing in realism and pose variation. Models prioritizing high-level, invariant structures (trained via inverse rendering, face identification, or object classification) most robustly matched human judgments. Furthermore, models trained on natural images typically outperformed synthetic-trained counterparts. Together, these findings suggest that human face perception is shaped by mechanisms that infer latent causes of facial appearance, discount nuisance variation, and are tuned by natural image statistics.</summary>
    <category term="q-bio.NC" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-12T18:06:57Z</published>
    <arxiv:comment>33 pages, 10 figures, 4 tables</arxiv:comment>
    <arxiv:primary_category term="q-bio.NC"/>
    <author>
      <name>Wenxuan Guo</name>
    </author>
    <author>
      <name>Heiko H. Schütt</name>
    </author>
    <author>
      <name>Kamila Maria Jozwik</name>
    </author>
    <author>
      <name>Katherine R. Storrs</name>
    </author>
    <author>
      <name>Nikolaus Kriegeskorte</name>
    </author>
    <author>
      <name>Tal Golan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.05636v1</id>
    <title>Learning a Delighting Prior for Facial Appearance Capture in the Wild</title>
    <updated>2026-05-07T03:43:24Z</updated>
    <link href="https://arxiv.org/abs/2605.05636v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.05636v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>High-quality facial appearance capture has traditionally required costly studio recording. Recent works consider an in-the-wild smartphone-based setup; however, their model-based inverse rendering paradigm struggles with the complex disentanglement of reflectance from unknown illumination. To bridge this gap, we propose to shift the paradigm into training a powerful delighting network as a prior to constrain the optimization. We leverage the OLAT dataset and the rendered Light Stage scans for training, and propose Dataset Latent Modulation (DLM) to seamlessly integrate these heterogeneous data sources. Specifically, by conditioning the core network on learnable source-aware tokens, we decouple dataset-specific styles from physical delighting principles, enabling the emergence of a delighting prior that outperforms existing proprietary models. This powerful delighting prior enables a simple and automatic appearance capture pipeline that achieves high-quality reflectance estimation from casual video inputs, outperforming prior arts by a large margin. Furthermore, we leverage our appearance capture method to transform the multi-view NeRSemble dataset into NeRSemble-Scan, a large-scale collection of 4K-resolution relightable scans. By open-sourcing our model and the NeRSemble-Scan dataset, we democratize high-end facial capture and provide a new foundation for the research community to build photorealistic digital humans.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-07T03:43:24Z</published>
    <arxiv:comment>ACM Transactions on Graphics (Proc. of SIGGRAPH), 2026. Code: https://github.com/yxuhan/OpenDelight Project Page: https://yxuhan.github.io/OpenDelight/index.html</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yuxuan Han</name>
    </author>
    <author>
      <name>Xin Ming</name>
    </author>
    <author>
      <name>Tianxiao Li</name>
    </author>
    <author>
      <name>Zhuofan Shen</name>
    </author>
    <author>
      <name>Qixuan Zhang</name>
    </author>
    <author>
      <name>Lan Xu</name>
    </author>
    <author>
      <name>Feng Xu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.27871v1</id>
    <title>D-Rex : Diffusion Rendering for Relightable Expressive Avatars</title>
    <updated>2026-04-30T13:53:03Z</updated>
    <link href="https://arxiv.org/abs/2604.27871v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.27871v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present D-Rex, a person-specific framework for photorealistic, relightable, expressive, and animatable full-body human avatars with free-viewpoint rendering. Existing methods for relightable full-body avatars rely on explicit 3D intrinsic decomposition with analytic reflectance models, which require accurate geometry registration and careful optimization to capture realistic light transport effects. This tight coupling of relighting with avatar modeling has hindered expressiveness: to our knowledge, no existing method demonstrates strong facial animation alongside relighting, limiting applicability in telepresence, gaming, and virtual production. We propose to decouple relighting entirely from avatar modeling by treating it as an image-space post-process: a learned translation from flat-lit, albedo-like renderings to a target HDR illumination. To this end, we leverage the strong generative prior of a pre-trained video diffusion relighting model, fine-tuned via LoRA on paired flat-lit and relit frames captured in a light stage. The flat-lit driving frames are produced by an independent expressive full-body avatar framework trained under white-light conditions, requiring no modification to support relighting, making D-Rex directly applicable to any white-light avatar system. We demonstrate that D-Rex enables view- and temporally consistent relighting while faithfully preserving expressive motion and fine-grained facial detail, outperforming physically-based relightable avatar baselines. Project page is https://vcai.mpi-inf.mpg.de/projects/DRex/</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-30T13:53:03Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Timo Teufel</name>
    </author>
    <author>
      <name>Xilong Zhou</name>
    </author>
    <author>
      <name>Umar Iqbal</name>
    </author>
    <author>
      <name>Jan Kautz</name>
    </author>
    <author>
      <name>Marc Habermann</name>
    </author>
    <author>
      <name>Vladislav Golyanik</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.23574v1</id>
    <title>PhysLayer: Language-Guided Layered Animation with Depth-Aware Physics</title>
    <updated>2026-04-26T07:29:13Z</updated>
    <link href="https://arxiv.org/abs/2604.23574v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.23574v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Existing image-to-video generation methods often produce physically implausible motions and lack precise control over object dynamics. While prior approaches have incorporated physics simulators, they remain confined to 2D planar motions and fail to capture depth-aware spatial interactions. We introduce PhysLayer, a novel framework enabling language-guided, depth-aware layered animation of static images. PhysLayer consists of three key components: First, a language-guided scene understanding module that utilizes vision foundation models to decompose scenes into depth-based layers by analyzing object composition, material properties, and physical parameters. Second, a depth-aware layered physics simulation that extends 2D rigid-body dynamics with depth motion and perspective-consistent scaling, enabling more realistic object interactions without requiring full 3D reconstruction. Third, a physics-guided video synthesis module that integrates simulated trajectories with scene-aware relighting for temporally coherent results. Experimental results demonstrate improvements in CLIP-Similarity (+2.2\%), FID score (+9.3\%), and Motion-FID (+3\%), with human evaluation showing enhanced physical plausibility (+24\%) and text-video alignment (+35\%). Our approach provides a practical balance between physical realism and computational efficiency for controllable image animation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-26T07:29:13Z</published>
    <arxiv:comment>Accepted to ICME 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Tianyidan Xie</name>
    </author>
    <author>
      <name>Zhentao Huang</name>
    </author>
    <author>
      <name>Mingjie Wang</name>
    </author>
    <author>
      <name>Xin Huang</name>
    </author>
    <author>
      <name>Jun Zhou</name>
    </author>
    <author>
      <name>Minglun Gong</name>
    </author>
    <author>
      <name>Zili Yi</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.02329v1</id>
    <title>Generative World Renderer</title>
    <updated>2026-04-02T17:59:53Z</updated>
    <link href="https://arxiv.org/abs/2604.02329v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.02329v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Scaling generative inverse and forward rendering to real-world scenarios is bottlenecked by the limited realism and temporal coherence of existing synthetic datasets. To bridge this persistent domain gap, we introduce a large-scale, dynamic dataset curated from visually complex AAA games. Using a novel dual-screen stitched capture method, we extracted 4M continuous frames (720p/30 FPS) of synchronized RGB and five G-buffer channels across diverse scenes, visual effects, and environments, including adverse weather and motion-blur variants. This dataset uniquely advances bidirectional rendering: enabling robust in-the-wild geometry and material decomposition, and facilitating high-fidelity G-buffer-guided video generation. Furthermore, to evaluate the real-world performance of inverse rendering without ground truth, we propose a novel VLM-based assessment protocol measuring semantic, spatial, and temporal consistency. Experiments demonstrate that inverse renderers fine-tuned on our data achieve superior cross-dataset generalization and controllable generation, while our VLM evaluation strongly correlates with human judgment. Combined with our toolkit, our forward renderer enables users to edit styles of AAA games from G-buffers using text prompts.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-02T17:59:53Z</published>
    <arxiv:comment>Project page: https://alaya-studio.github.io/renderer/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zheng-Hui Huang</name>
    </author>
    <author>
      <name>Zhixiang Wang</name>
    </author>
    <author>
      <name>Jiaming Tan</name>
    </author>
    <author>
      <name>Ruihan Yu</name>
    </author>
    <author>
      <name>Yidan Zhang</name>
    </author>
    <author>
      <name>Bo Zheng</name>
    </author>
    <author>
      <name>Yu-Lun Liu</name>
    </author>
    <author>
      <name>Yung-Yu Chuang</name>
    </author>
    <author>
      <name>Kaipeng Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.02320v2</id>
    <title>Large-scale Codec Avatars: The Unreasonable Effectiveness of Large-scale Avatar Pretraining</title>
    <updated>2026-04-07T17:25:24Z</updated>
    <link href="https://arxiv.org/abs/2604.02320v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.02320v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>High-quality 3D avatar modeling faces a critical trade-off between fidelity and generalization. On the one hand, multi-view studio data enables high-fidelity modeling of humans with precise control over expressions and poses, but it struggles to generalize to real-world data due to limited scale and the domain gap between the studio environment and the real world. On the other hand, recent large-scale avatar models trained on millions of in-the-wild samples show promise for generalization across a wide range of identities, yet the resulting avatars are often of low-quality due to inherent 3D ambiguities. To address this, we present Large-Scale Codec Avatars (LCA), a high-fidelity, full-body 3D avatar model that generalizes to world-scale populations in a feedforward manner, enabling efficient inference. Inspired by the success of large language models and vision foundation models, we present, for the first time, a pre/post-training paradigm for 3D avatar modeling at scale: we pretrain on 1M in-the-wild videos to learn broad priors over appearance and geometry, then post-train on high-quality curated data to enhance expressivity and fidelity. LCA generalizes across hair styles, clothing, and demographics while providing precise, fine-grained facial expressions and finger-level articulation control, with strong identity preservation. Notably, we observe emergent generalization to relightability and loose garment support to unconstrained inputs, and zero-shot robustness to stylized imagery, despite the absence of direct supervision.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-02T17:58:40Z</published>
    <arxiv:comment>Accepted in CVPR2026. Website: https://junxuan-li.github.io/lca</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Junxuan Li</name>
    </author>
    <author>
      <name>Rawal Khirodkar</name>
    </author>
    <author>
      <name>Chengan He</name>
    </author>
    <author>
      <name>Zhongshi Jiang</name>
    </author>
    <author>
      <name>Giljoo Nam</name>
    </author>
    <author>
      <name>Lingchen Yang</name>
    </author>
    <author>
      <name>Jihyun Lee</name>
    </author>
    <author>
      <name>Egor Zakharov</name>
    </author>
    <author>
      <name>Zhaoen Su</name>
    </author>
    <author>
      <name>Rinat Abdrashitov</name>
    </author>
    <author>
      <name>Yuan Dong</name>
    </author>
    <author>
      <name>Julieta Martinez</name>
    </author>
    <author>
      <name>Kai Li</name>
    </author>
    <author>
      <name>Qingyang Tan</name>
    </author>
    <author>
      <name>Takaaki Shiratori</name>
    </author>
    <author>
      <name>Matthew Hu</name>
    </author>
    <author>
      <name>Peihong Guo</name>
    </author>
    <author>
      <name>Xuhua Huang</name>
    </author>
    <author>
      <name>Ariyan Zarei</name>
    </author>
    <author>
      <name>Marco Pesavento</name>
    </author>
    <author>
      <name>Yichen Xu</name>
    </author>
    <author>
      <name>He Wen</name>
    </author>
    <author>
      <name>Teng Deng</name>
    </author>
    <author>
      <name>Wyatt Borsos</name>
    </author>
    <author>
      <name>Anjali Thakrar</name>
    </author>
    <author>
      <name>Jean-Charles Bazin</name>
    </author>
    <author>
      <name>Carsten Stoll</name>
    </author>
    <author>
      <name>Ginés Hidalgo</name>
    </author>
    <author>
      <name>James Booth</name>
    </author>
    <author>
      <name>Lucy Wang</name>
    </author>
    <author>
      <name>Xiaowen Ma</name>
    </author>
    <author>
      <name>Yu Rong</name>
    </author>
    <author>
      <name>Sairanjith Thalanki</name>
    </author>
    <author>
      <name>Chen Cao</name>
    </author>
    <author>
      <name>Christian Häne</name>
    </author>
    <author>
      <name>Abhishek Kar</name>
    </author>
    <author>
      <name>Sofien Bouaziz</name>
    </author>
    <author>
      <name>Jason Saragih</name>
    </author>
    <author>
      <name>Yaser Sheikh</name>
    </author>
    <author>
      <name>Shunsuke Saito</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.17567v1</id>
    <title>Face anonymization preserving facial expressions and photometric realism</title>
    <updated>2026-03-18T10:16:12Z</updated>
    <link href="https://arxiv.org/abs/2603.17567v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.17567v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>The widespread sharing of face images on social media platforms and in large-scale datasets raises pressing privacy concerns, as biometric identifiers can be exploited without consent. Face anonymization seeks to generate realistic facial images that irreversibly conceal the subject's identity while preserving their usefulness for downstream tasks. However, most existing generative approaches focus on identity removal and image realism, often neglecting facial expressions as well as photometric consistency -- specifically attributes such as illumination and skin tone -- that are critical for applications like relighting, color constancy, and medical or affective analysis. In this work, we propose a feature-preserving anonymization framework that extends DeepPrivacy by incorporating dense facial landmarks to better retain expressions, and by introducing lightweight post-processing modules that ensure consistency in lighting direction and skin color. We further establish evaluation metrics specifically designed to quantify expression fidelity, lighting consistency, and color preservation, complementing standard measures of image realism, pose accuracy, and re-identification resistance. Experiments on the CelebA-HQ dataset demonstrate that our method produces anonymized faces with improved realism and significantly higher fidelity in expression, illumination, and skin tone compared to state-of-the-art baselines. These results underscore the importance of feature-aware anonymization as a step toward more useful, fair, and trustworthy privacy-preserving facial data.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-18T10:16:12Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Luigi Celona</name>
    </author>
    <author>
      <name>Simone Bianco</name>
    </author>
    <author>
      <name>Raimondo Schettini</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.04338v1</id>
    <title>ArtHOI: Articulated Human-Object Interaction Synthesis by 4D Reconstruction from Video Priors</title>
    <updated>2026-03-04T17:58:04Z</updated>
    <link href="https://arxiv.org/abs/2603.04338v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.04338v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Synthesizing physically plausible articulated human-object interactions (HOI) without 3D/4D supervision remains a fundamental challenge. While recent zero-shot approaches leverage video diffusion models to synthesize human-object interactions, they are largely confined to rigid-object manipulation and lack explicit 4D geometric reasoning. To bridge this gap, we formulate articulated HOI synthesis as a 4D reconstruction problem from monocular video priors: given only a video generated by a diffusion model, we reconstruct a full 4D articulated scene without any 3D supervision. This reconstruction-based approach treats the generated 2D video as supervision for an inverse rendering problem, recovering geometrically consistent and physically plausible 4D scenes that naturally respect contact, articulation, and temporal coherence. We introduce ArtHOI, the first zero-shot framework for articulated human-object interaction synthesis via 4D reconstruction from video priors. Our key designs are: 1) Flow-based part segmentation: leveraging optical flow as a geometric cue to disentangle dynamic from static regions in monocular video; 2) Decoupled reconstruction pipeline: joint optimization of human motion and object articulation is unstable under monocular ambiguity, so we first recover object articulation, then synthesize human motion conditioned on the reconstructed object states. ArtHOI bridges video-based generation and geometry-aware reconstruction, producing interactions that are both semantically aligned and physically grounded. Across diverse articulated scenes (e.g., opening fridges, cabinets, microwaves), ArtHOI significantly outperforms prior methods in contact accuracy, penetration reduction, and articulation fidelity, extending zero-shot interaction synthesis beyond rigid manipulation through reconstruction-informed synthesis.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-04T17:58:04Z</published>
    <arxiv:comment>Project Page: https://arthoi.github.io/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zihao Huang</name>
    </author>
    <author>
      <name>Tianqi Liu</name>
    </author>
    <author>
      <name>Zhaoxi Chen</name>
    </author>
    <author>
      <name>Shaocong Xu</name>
    </author>
    <author>
      <name>Saining Zhang</name>
    </author>
    <author>
      <name>Lixing Xiao</name>
    </author>
    <author>
      <name>Zhiguo Cao</name>
    </author>
    <author>
      <name>Wei Li</name>
    </author>
    <author>
      <name>Hao Zhao</name>
    </author>
    <author>
      <name>Ziwei Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2602.21100v3</id>
    <title>Skullptor: High Fidelity 3D Head Reconstruction in Seconds with Multi-View Normal Prediction</title>
    <updated>2026-03-27T15:07:45Z</updated>
    <link href="https://arxiv.org/abs/2602.21100v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2602.21100v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reconstructing high-fidelity 3D head geometry from images is critical for a wide range of applications, yet existing methods face fundamental limitations. Traditional photogrammetry achieves exceptional detail but requires extensive camera arrays (25-200+ views), substantial computation, and manual cleanup in challenging areas like facial hair. Recent alternatives present a fundamental trade-off: foundation models enable efficient single-image reconstruction but lack fine geometric detail, while optimization-based methods achieve higher fidelity but require dense views and expensive computation. We bridge this gap with a hybrid approach that combines the strengths of both paradigms. Our method introduces a multi-view surface normal prediction model that extends monocular foundation models with cross-view attention to produce geometrically consistent normals in a feed-forward pass. We then leverage these predictions as strong geometric priors within an inverse rendering optimization framework to recover high-frequency surface details. Our approach outperforms state-of-the-art single-image and multi-view methods, achieving high-fidelity reconstruction on par with dense-view photogrammetry while reducing camera requirements and computational cost.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-02-24T17:02:11Z</published>
    <arxiv:comment>For our project page, see https://ubisoft-laforge.github.io/character/skullptor/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Noé Artru</name>
    </author>
    <author>
      <name>Rukhshanda Hussain</name>
    </author>
    <author>
      <name>Emeline Got</name>
    </author>
    <author>
      <name>Alexandre Messier</name>
    </author>
    <author>
      <name>David B. Lindell</name>
    </author>
    <author>
      <name>Abdallah Dib</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2602.04300v1</id>
    <title>Light Up Your Face: A Physically Consistent Dataset and Diffusion Model for Face Fill-Light Enhancement</title>
    <updated>2026-02-04T08:03:41Z</updated>
    <link href="https://arxiv.org/abs/2602.04300v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2602.04300v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Face fill-light enhancement (FFE) brightens underexposed faces by adding virtual fill light while keeping the original scene illumination and background unchanged. Most face relighting methods aim to reshape overall lighting, which can suppress the input illumination or modify the entire scene, leading to foreground-background inconsistency and mismatching practical FFE needs. To support scalable learning, we introduce LightYourFace-160K (LYF-160K), a large-scale paired dataset built with a physically consistent renderer that injects a disk-shaped area fill light controlled by six disentangled factors, producing 160K before-and-after pairs. We first pretrain a physics-aware lighting prompt (PALP) that embeds the 6D parameters into conditioning tokens, using an auxiliary planar-light reconstruction objective. Building on a pretrained diffusion backbone, we then train a fill-light diffusion (FiLitDiff), an efficient one-step model conditioned on physically grounded lighting codes, enabling controllable and high-fidelity fill lighting at low computational cost. Experiments on held-out paired sets demonstrate strong perceptual quality and competitive full-reference metrics, while better preserving background illumination. The dataset and model will be at https://github.com/gobunu/Light-Up-Your-Face.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-02-04T08:03:41Z</published>
    <arxiv:comment>8 pages, 7 figures. The code and model will be available at https://github.com/gobunu/Light-Up-Your-Face</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jue Gong</name>
    </author>
    <author>
      <name>Zihan Zhou</name>
    </author>
    <author>
      <name>Jingkai Wang</name>
    </author>
    <author>
      <name>Xiaohong Liu</name>
    </author>
    <author>
      <name>Yulun Zhang</name>
    </author>
    <author>
      <name>Xiaokang Yang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2602.01118v1</id>
    <title>LightCity: An Urban Dataset for Outdoor Inverse Rendering and Reconstruction under Multi-illumination Conditions</title>
    <updated>2026-02-01T09:37:00Z</updated>
    <link href="https://arxiv.org/abs/2602.01118v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2602.01118v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Inverse rendering in urban scenes is pivotal for applications like autonomous driving and digital twins. Yet, it faces significant challenges due to complex illumination conditions, including multi-illumination and indirect light and shadow effects. However, the effects of these challenges on intrinsic decomposition and 3D reconstruction have not been explored due to the lack of appropriate datasets. In this paper, we present LightCity, a novel high-quality synthetic urban dataset featuring diverse illumination conditions with realistic indirect light and shadow effects. LightCity encompasses over 300 sky maps with highly controllable illumination, varying scales with street-level and aerial perspectives over 50K images, and rich properties such as depth, normal, material components, light and indirect light, etc. Besides, we leverage LightCity to benchmark three fundamental tasks in the urban environments and conduct a comprehensive analysis of these benchmarks, laying a robust foundation for advancing related research.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-02-01T09:37:00Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jingjing Wang</name>
    </author>
    <author>
      <name>Qirui Hu</name>
    </author>
    <author>
      <name>Chong Bao</name>
    </author>
    <author>
      <name>Yuke Zhu</name>
    </author>
    <author>
      <name>Hujun Bao</name>
    </author>
    <author>
      <name>Zhaopeng Cui</name>
    </author>
    <author>
      <name>Guofeng Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2601.12020v1</id>
    <title>DIAMOND-SSS: Diffusion-Augmented Multi-View Optimization for Data-efficient SubSurface Scattering</title>
    <updated>2026-01-17T12:02:14Z</updated>
    <link href="https://arxiv.org/abs/2601.12020v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2601.12020v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Subsurface scattering (SSS) gives translucent materials -- such as wax, jade, marble, and skin -- their characteristic soft shadows, color bleeding, and diffuse glow. Modeling these effects in neural rendering remains challenging due to complex light transport and the need for densely captured multi-view, multi-light datasets (often more than 100 views and 112 OLATs).
  We present DIAMOND-SSS, a data-efficient framework for high-fidelity translucent reconstruction from extremely sparse supervision -- even as few as ten images. We fine-tune diffusion models for novel-view synthesis and relighting, conditioned on estimated geometry and trained on less than 7 percent of the dataset, producing photorealistic augmentations that can replace up to 95 percent of missing captures. To stabilize reconstruction under sparse or synthetic supervision, we introduce illumination-independent geometric priors: a multi-view silhouette consistency loss and a multi-view depth consistency loss.
  Across all sparsity regimes, DIAMOND-SSS achieves state-of-the-art quality in relightable Gaussian rendering, reducing real capture requirements by up to 90 percent compared to SSS-3DGS.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-01-17T12:02:14Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Guillermo Figueroa-Araneda</name>
    </author>
    <author>
      <name>Iris Diana Jimenez</name>
    </author>
    <author>
      <name>Florian Hofherr</name>
    </author>
    <author>
      <name>Manny Ko</name>
    </author>
    <author>
      <name>Hector Andrade-Loarca</name>
    </author>
    <author>
      <name>Daniel Cremers</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2601.03357v2</id>
    <title>RelightAnyone: A Generalized Relightable 3D Gaussian Head Model</title>
    <updated>2026-06-18T22:24:27Z</updated>
    <link href="https://arxiv.org/abs/2601.03357v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2601.03357v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) has become a standard approach to reconstruct and render photorealistic 3D head avatars. A major challenge is to relight the avatars to match any scene illumination. For high quality relighting, existing methods require subjects to be captured under complex time-multiplexed illumination, such as one-light-at-a-time (OLAT). We propose a new generalized relightable 3D Gaussian head model that can relight any subject observed in a single- or multi-view images without requiring OLAT data for that subject. Our core idea is to learn a mapping from flat-lit 3DGS avatars to corresponding relightable Gaussian parameters for that avatar. Our model consists of two stages: a first stage that models flat-lit 3DGS avatars without OLAT lighting, and a second stage that learns the mapping to physically-based reflectance parameters for high-quality relighting. This two-stage design allows us to train the first stage across diverse existing multi-view datasets without OLAT lighting ensuring cross-subject generalization, where we learn a dataset-specific lighting code for self-supervised lighting alignment. Subsequently, the second stage can be trained on a significantly smaller dataset of subjects captured under OLAT illumination. Together, this allows our method to generalize well and relight any subject from the first stage as if we had captured them under OLAT lighting. Furthermore, we can fit our model to unseen subjects from as little as a single image, allowing several applications in novel view synthesis and relighting for digital avatars.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-01-06T19:01:07Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yingyan Xu</name>
    </author>
    <author>
      <name>Pramod Rao</name>
    </author>
    <author>
      <name>Sebastian Weiss</name>
    </author>
    <author>
      <name>Gaspard Zoss</name>
    </author>
    <author>
      <name>Markus Gross</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
    <author>
      <name>Marc Habermann</name>
    </author>
    <author>
      <name>Derek Bradley</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2601.01660v1</id>
    <title>Animated 3DGS Avatars in Diverse Scenes with Consistent Lighting and Shadows</title>
    <updated>2026-01-04T20:42:06Z</updated>
    <link href="https://arxiv.org/abs/2601.01660v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2601.01660v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present a method for consistent lighting and shadows when animated 3D Gaussian Splatting (3DGS) avatars interact with 3DGS scenes or with dynamic objects inserted into otherwise static scenes. Our key contribution is Deep Gaussian Shadow Maps (DGSM), a modern analogue of the classical shadow mapping algorithm tailored to the volumetric 3DGS representation. Building on the classic deep shadow mapping idea, we show that 3DGS admits closed form light accumulation along light rays, enabling volumetric shadow computation without meshing. For each estimated light, we tabulate transmittance over concentric radial shells and store them in octahedral atlases, which modern GPUs can sample in real time per query to attenuate affected scene Gaussians and thus cast and receive shadows consistently. To relight moving avatars, we approximate the local environment illumination with HDRI probes represented in a spherical harmonic (SH) basis and apply a fast per Gaussian radiance transfer, avoiding explicit BRDF estimation or offline optimization. We demonstrate environment consistent lighting for avatars from AvatarX and ActorsHQ, composited into ScanNet++, DL3DV, and SuperSplat scenes, and show interactions with inserted objects. Across single and multi avatar settings, DGSM and SH relighting operate fully in the volumetric 3DGS representation, yielding coherent shadows and relighting while avoiding meshing.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-01-04T20:42:06Z</published>
    <arxiv:comment>Our project page is available at https://miraymen.github.io/dgsm</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Aymen Mir</name>
    </author>
    <author>
      <name>Riza Alp Guler</name>
    </author>
    <author>
      <name>Jian Wang</name>
    </author>
    <author>
      <name>Gerard Pons-Moll</name>
    </author>
    <author>
      <name>Bing Zhou</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2512.16511v1</id>
    <title>Multi-scale Attention-Guided Intrinsic Decomposition and Rendering Pass Prediction for Facial Images</title>
    <updated>2025-12-18T13:23:49Z</updated>
    <link href="https://arxiv.org/abs/2512.16511v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2512.16511v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Accurate intrinsic decomposition of face images under unconstrained lighting is a prerequisite for photorealistic relighting, high-fidelity digital doubles, and augmented-reality effects. This paper introduces MAGINet, a Multi-scale Attention-Guided Intrinsics Network that predicts a $512\times512$ light-normalized diffuse albedo map from a single RGB portrait. MAGINet employs hierarchical residual encoding, spatial-and-channel attention in a bottleneck, and adaptive multi-scale feature fusion in the decoder, yielding sharper albedo boundaries and stronger lighting invariance than prior U-Net variants. The initial albedo prediction is upsampled to $1024\times1024$ and refined by a lightweight three-layer CNN (RefinementNet). Conditioned on this refined albedo, a Pix2PixHD-based translator then predicts a comprehensive set of five additional physically based rendering passes: ambient occlusion, surface normal, specular reflectance, translucency, and raw diffuse colour (with residual lighting). Together with the refined albedo, these six passes form the complete intrinsic decomposition. Trained with a combination of masked-MSE, VGG, edge, and patch-LPIPS losses on the FFHQ-UV-Intrinsics dataset, the full pipeline achieves state-of-the-art performance for diffuse albedo estimation and demonstrates significantly improved fidelity for the complete rendering stack compared to prior methods. The resulting passes enable high-quality relighting and material editing of real faces.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-12-18T13:23:49Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Hossein Javidnia</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2512.16397v1</id>
    <title>Using Gaussian Splats to Create High-Fidelity Facial Geometry and Texture</title>
    <updated>2025-12-18T10:53:51Z</updated>
    <link href="https://arxiv.org/abs/2512.16397v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2512.16397v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We leverage increasingly popular three-dimensional neural representations in order to construct a unified and consistent explanation of a collection of uncalibrated images of the human face. Our approach utilizes Gaussian Splatting, since it is more explicit and thus more amenable to constraints than NeRFs. We leverage segmentation annotations to align the semantic regions of the face, facilitating the reconstruction of a neutral pose from only 11 images (as opposed to requiring a long video). We soft constrain the Gaussians to an underlying triangulated surface in order to provide a more structured Gaussian Splat reconstruction, which in turn informs subsequent perturbations to increase the accuracy of the underlying triangulated surface. The resulting triangulated surface can then be used in a standard graphics pipeline. In addition, and perhaps most impactful, we show how accurate geometry enables the Gaussian Splats to be transformed into texture space where they can be treated as a view-dependent neural texture. This allows one to use high visual fidelity Gaussian Splatting on any asset in a scene without the need to modify any other asset or any other aspect (geometry, lighting, renderer, etc.) of the graphics pipeline. We utilize a relightable Gaussian model to disentangle texture from lighting in order to obtain a delit high-resolution albedo texture that is also readily usable in a standard graphics pipeline. The flexibility of our system allows for training with disparate images, even with incompatible lighting, facilitating robust regularization. Finally, we demonstrate the efficacy of our approach by illustrating its use in a text-driven asset creation pipeline.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-12-18T10:53:51Z</published>
    <arxiv:comment>Submitted to CVPR 2026. 21 pages, 22 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Haodi He</name>
    </author>
    <author>
      <name>Jihun Yu</name>
    </author>
    <author>
      <name>Ronald Fedkiw</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2512.13192v2</id>
    <title>POLAR: A Portrait OLAT Dataset and Generative Framework for Illumination-Aware Face Modeling</title>
    <updated>2025-12-16T03:46:33Z</updated>
    <link href="https://arxiv.org/abs/2512.13192v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2512.13192v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Face relighting aims to synthesize realistic portraits under novel illumination while preserving identity and geometry. However, progress remains constrained by the limited availability of large-scale, physically consistent illumination data. To address this, we introduce POLAR, a large-scale and physically calibrated One-Light-at-a-Time (OLAT) dataset containing over 200 subjects captured under 156 lighting directions, multiple views, and diverse expressions. Building upon POLAR, we develop a flow-based generative model POLARNet that predicts per-light OLAT responses from a single portrait, capturing fine-grained and direction-aware illumination effects while preserving facial identity. Unlike diffusion or background-conditioned methods that rely on statistical or contextual cues, our formulation models illumination as a continuous, physically interpretable transformation between lighting states, enabling scalable and controllable relighting. Together, POLAR and POLARNet form a unified illumination learning framework that links real data, generative synthesis, and physically grounded relighting, establishing a self-sustaining "chicken-and-egg" cycle for scalable and reproducible portrait illumination. Our project page: https://rex0191.github.io/POLAR/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-12-15T11:04:09Z</published>
    <arxiv:comment>19 pages, 19 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zhuo Chen</name>
    </author>
    <author>
      <name>Chengqun Yang</name>
    </author>
    <author>
      <name>Zhuo Su</name>
    </author>
    <author>
      <name>Zheng Lv</name>
    </author>
    <author>
      <name>Jingnan Gao</name>
    </author>
    <author>
      <name>Xiaoyuan Zhang</name>
    </author>
    <author>
      <name>Xiaokang Yang</name>
    </author>
    <author>
      <name>Yichao Yan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2512.09335v2</id>
    <title>Relightable and Dynamic Gaussian Avatar Reconstruction from Monocular Video</title>
    <updated>2025-12-11T04:18:41Z</updated>
    <link href="https://arxiv.org/abs/2512.09335v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2512.09335v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Modeling relightable and animatable human avatars from monocular video is a long-standing and challenging task. Recently, Neural Radiance Field (NeRF) and 3D Gaussian Splatting (3DGS) methods have been employed to reconstruct the avatars. However, they often produce unsatisfactory photo-realistic results because of insufficient geometrical details related to body motion, such as clothing wrinkles. In this paper, we propose a 3DGS-based human avatar modeling framework, termed as Relightable and Dynamic Gaussian Avatar (RnD-Avatar), that presents accurate pose-variant deformation for high-fidelity geometrical details. To achieve this, we introduce dynamic skinning weights that define the human avatar's articulation based on pose while also learning additional deformations induced by body motion. We also introduce a novel regularization to capture fine geometric details under sparse visual cues. Furthermore, we present a new multi-view dataset with varied lighting conditions to evaluate relight. Our framework enables realistic rendering of novel poses and views while supporting photo-realistic lighting effects under arbitrary lighting conditions. Our method achieves state-of-the-art performance in novel view synthesis, novel pose rendering, and relighting.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-12-10T05:51:59Z</published>
    <arxiv:comment>8 pages, 9 figures, published in ACM MM 2025</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>In Proceedings of the 33rd ACM International Conference on Multimedia. 2025. p. 7405-7414</arxiv:journal_ref>
    <author>
      <name>Seonghwa Choi</name>
    </author>
    <author>
      <name>Moonkyeong Choi</name>
    </author>
    <author>
      <name>Mingyu Jang</name>
    </author>
    <author>
      <name>Jaekyung Kim</name>
    </author>
    <author>
      <name>Jianfei Cai</name>
    </author>
    <author>
      <name>Wen-Huang Cheng</name>
    </author>
    <author>
      <name>Sanghoon Lee</name>
    </author>
    <arxiv:doi>10.1145/3746027.3754851</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3746027.3754851" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2512.09162v3</id>
    <title>GTAvatar: Bridging Gaussian Splatting and Texture Mapping for Relightable and Editable Gaussian Avatars</title>
    <updated>2026-03-19T12:23:13Z</updated>
    <link href="https://arxiv.org/abs/2512.09162v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2512.09162v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent advancements in Gaussian Splatting have enabled increasingly accurate reconstruction of photorealistic head avatars, opening the door to numerous applications in visual effects, videoconferencing, and virtual reality. This, however, comes with the lack of intuitive editability offered by traditional triangle mesh-based methods. In contrast, we propose a method that combines the accuracy and fidelity of 2D Gaussian Splatting with the intuitiveness of UV texture mapping. By embedding each canonical Gaussian primitive's local frame into a patch in the UV space of a template mesh in a computationally efficient manner, we reconstruct continuous editable material head textures from a single monocular video on a conventional UV domain. Furthermore, we leverage an efficient physically based reflectance model to enable relighting and editing of these intrinsic material maps. Through extensive comparisons with state-of-the-art methods, we demonstrate the accuracy of our reconstructions, the quality of our relighting results, and the ability to provide intuitive controls for modifying an avatar's appearance and geometry via texture mapping without additional optimization.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-12-09T22:19:28Z</published>
    <arxiv:comment>Accepted to Eurographics 2026. Project page: https://kelianb.github.io/GTAvatar/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Kelian Baert</name>
    </author>
    <author>
      <name>Mae Younes</name>
    </author>
    <author>
      <name>Francois Bourel</name>
    </author>
    <author>
      <name>Marc Christie</name>
    </author>
    <author>
      <name>Adnane Boukhayma</name>
    </author>
    <arxiv:doi>10.1111/cgf.70351</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1111/cgf.70351" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2512.05115v2</id>
    <title>Light-X: Generative 4D Video Rendering with Camera and Illumination Control</title>
    <updated>2025-12-15T05:06:31Z</updated>
    <link href="https://arxiv.org/abs/2512.05115v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2512.05115v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent advances in illumination control extend image-based methods to video, yet still facing a trade-off between lighting fidelity and temporal consistency. Moving beyond relighting, a key step toward generative modeling of real-world scenes is the joint control of camera trajectory and illumination, since visual dynamics are inherently shaped by both geometry and lighting. To this end, we present Light-X, a video generation framework that enables controllable rendering from monocular videos with both viewpoint and illumination control. 1) We propose a disentangled design that decouples geometry and lighting signals: geometry and motion are captured via dynamic point clouds projected along user-defined camera trajectories, while illumination cues are provided by a relit frame consistently projected into the same geometry. These explicit, fine-grained cues enable effective disentanglement and guide high-quality illumination. 2) To address the lack of paired multi-view and multi-illumination videos, we introduce Light-Syn, a degradation-based pipeline with inverse-mapping that synthesizes training pairs from in-the-wild monocular footage. This strategy yields a dataset covering static, dynamic, and AI-generated scenes, ensuring robust training. Extensive experiments show that Light-X outperforms baseline methods in joint camera-illumination control and surpasses prior video relighting methods under both text- and background-conditioned settings.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-12-04T18:59:57Z</published>
    <arxiv:comment>Project Page: https://lightx-ai.github.io/ , Code: https://github.com/TQTQliu/Light-X</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Tianqi Liu</name>
    </author>
    <author>
      <name>Zhaoxi Chen</name>
    </author>
    <author>
      <name>Zihao Huang</name>
    </author>
    <author>
      <name>Shaocong Xu</name>
    </author>
    <author>
      <name>Saining Zhang</name>
    </author>
    <author>
      <name>Chongjie Ye</name>
    </author>
    <author>
      <name>Bohan Li</name>
    </author>
    <author>
      <name>Zhiguo Cao</name>
    </author>
    <author>
      <name>Wei Li</name>
    </author>
    <author>
      <name>Hao Zhao</name>
    </author>
    <author>
      <name>Ziwei Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2512.00255v2</id>
    <title>Relightable Holoported Characters: Capturing and Relighting Dynamic Human Performance from Sparse Views</title>
    <updated>2026-03-30T13:16:23Z</updated>
    <link href="https://arxiv.org/abs/2512.00255v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2512.00255v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present Relightable Holoported Characters (RHC), a novel person-specific method for free-view rendering and relighting of full-body and highly dynamic humans solely observed from sparse-view RGB videos at inference. In contrast to classical one-light-at-a-time (OLAT)-based human relighting, our transformer-based RelightNet predicts relit appearance within a single network pass, avoiding costly OLAT-basis capture and generation. For training such a model, we introduce a new capture strategy and dataset recorded in a multi-view lightstage, where we alternate frames lit by random environment maps with uniformly lit tracking frames, simultaneously enabling accurate motion tracking and diverse illumination as well as dynamics coverage. Inspired by the rendering equation, we derive physics-informed features that encode geometry, albedo, shading, and the virtual camera view from a coarse human mesh proxy and the input views. Our RelightNet then takes these features as input and cross-attends them with a novel lighting condition, and regresses the relit appearance in the form of texel-aligned 3D Gaussian splats attached to the coarse mesh proxy. Consequently, our RelightNet implicitly learns to efficiently compute the rendering equation for novel lighting conditions within a single feed-forward pass. Experiments demonstrate our method's superior visual fidelity and lighting reproduction compared to state-of-the-art approaches. Project page: https://vcai.mpi-inf.mpg.de/projects/RHC/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-11-29T00:17:34Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Kunwar Maheep Singh</name>
    </author>
    <author>
      <name>Jianchun Chen</name>
    </author>
    <author>
      <name>Vladislav Golyanik</name>
    </author>
    <author>
      <name>Stephan J. Garbin</name>
    </author>
    <author>
      <name>Thabo Beeler</name>
    </author>
    <author>
      <name>Rishabh Dabral</name>
    </author>
    <author>
      <name>Marc Habermann</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2511.08169v1</id>
    <title>KPLM-STA: Physically-Accurate Shadow Synthesis for Human Relighting via Keypoint-Based Light Modeling</title>
    <updated>2025-11-11T12:28:42Z</updated>
    <link href="https://arxiv.org/abs/2511.08169v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2511.08169v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Image composition aims to seamlessly integrate a foreground object into a background, where generating realistic and geometrically accurate shadows remains a persistent challenge. While recent diffusion-based methods have outperformed GAN-based approaches, existing techniques, such as the diffusion-based relighting framework IC-Light, still fall short in producing shadows with both high appearance realism and geometric precision, especially in composite images. To address these limitations, we propose a novel shadow generation framework based on a Keypoints Linear Model (KPLM) and a Shadow Triangle Algorithm (STA). KPLM models articulated human bodies using nine keypoints and one bounding block, enabling physically plausible shadow projection and dynamic shading across joints, thereby enhancing visual realism. STA further improves geometric accuracy by computing shadow angles, lengths, and spatial positions through explicit geometric formulations. Extensive experiments demonstrate that our method achieves state-of-the-art performance on shadow realism benchmarks, particularly under complex human poses, and generalizes effectively to multi-directional relighting scenarios such as those supported by IC-Light.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-11-11T12:28:42Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Xinhui Yin</name>
    </author>
    <author>
      <name>Qifei Li</name>
    </author>
    <author>
      <name>Yilin Guo</name>
    </author>
    <author>
      <name>Hongxia Xie</name>
    </author>
    <author>
      <name>Xiaoli Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2511.08079v1</id>
    <title>Deep Inverse Shading: Consistent Albedo and Surface Detail Recovery via Generative Refinement</title>
    <updated>2025-11-11T10:29:40Z</updated>
    <link href="https://arxiv.org/abs/2511.08079v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2511.08079v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reconstructing human avatars using generative priors is essential for achieving versatile and realistic avatar models. Traditional approaches often rely on volumetric representations guided by generative models, but these methods require extensive volumetric rendering queries, leading to slow training. Alternatively, surface-based representations offer faster optimization through differentiable rasterization, yet they are typically limited by vertex count, restricting mesh resolution and scalability when combined with generative priors. Moreover, integrating generative priors into physically based human avatar modeling remains largely unexplored. To address these challenges, we introduce DIS (Deep Inverse Shading), a unified framework for high-fidelity, relightable avatar reconstruction that incorporates generative priors into a coherent surface representation. DIS centers on a mesh-based model that serves as the target for optimizing both surface and material details. The framework fuses multi-view 2D generative surface normal predictions, rich in detail but often inconsistent, into the central mesh using a normal conversion module. This module converts generative normal outputs into per-triangle surface offsets via differentiable rasterization, enabling the capture of fine geometric details beyond sparse vertex limitations. Additionally, DIS integrates a de-shading module to recover accurate material properties. This module refines albedo predictions by removing baked-in shading and back-propagates reconstruction errors to optimize the geometry. Through joint optimization of geometry and material appearance, DIS achieves physically consistent, high-quality reconstructions suitable for accurate relighting. Our experiments show that DIS delivers SOTA relighting quality, enhanced rendering efficiency, lower memory consumption, and detailed surface reconstruction.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-11-11T10:29:40Z</published>
    <arxiv:comment>AAAI2026</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Jiacheng Wu</name>
    </author>
    <author>
      <name>Ruiqi Zhang</name>
    </author>
    <author>
      <name>Jie Chen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2511.05403v3</id>
    <title>PALM: A Dataset and Baseline for Learning Multi-subject Hand Prior</title>
    <updated>2026-02-09T10:42:40Z</updated>
    <link href="https://arxiv.org/abs/2511.05403v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2511.05403v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>The ability to grasp objects, signal with gestures, and share emotion through touch all stem from the unique capabilities of human hands. Yet creating high-quality personalized hand avatars from images remains challenging due to complex geometry, appearance, and articulation, particularly under unconstrained lighting and limited views. Progress has also been limited by the lack of datasets that jointly provide accurate 3D geometry, high-resolution multiview imagery, and a diverse population of subjects. To address this, we present PALM, a large-scale dataset comprising 13k high-quality hand scans from 263 subjects and 90k multi-view images, capturing rich variation in skin tone, age, and geometry. To show its utility, we present a baseline PALM-Net, a multi-subject prior over hand geometry and material properties learned via physically based inverse rendering, enabling realistic, relightable single-image hand avatar personalization. PALM's scale and diversity make it a valuable real-world resource for hand modeling and related research.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-11-07T16:28:25Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zicong Fan</name>
    </author>
    <author>
      <name>Edoardo Remelli</name>
    </author>
    <author>
      <name>David Dimond</name>
    </author>
    <author>
      <name>Fadime Sener</name>
    </author>
    <author>
      <name>Liuhao Ge</name>
    </author>
    <author>
      <name>Bugra Tekin</name>
    </author>
    <author>
      <name>Cem Keskin</name>
    </author>
    <author>
      <name>Shreyas Hampali</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2511.03950v2</id>
    <title>Improving Multi-View Reconstruction via Texture-Guided Gaussian-Mesh Joint Optimization</title>
    <updated>2026-03-04T16:36:24Z</updated>
    <link href="https://arxiv.org/abs/2511.03950v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2511.03950v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reconstructing real-world objects from multi-view images is essential for applications in 3D editing, AR/VR, and digital content creation. Existing methods typically prioritize either geometric accuracy (Multi-View Stereo) or photorealistic rendering (Novel View Synthesis), often decoupling geometry and appearance optimization, which hinders downstream editing tasks. This paper advocates an unified treatment on geometry and appearance optimization for seamless Gaussian-mesh joint optimization. More specifically, we propose a novel framework that simultaneously optimizes mesh geometry (vertex positions and faces) and vertex colors via Gaussian-guided mesh differentiable rendering, leveraging photometric consistency from input images and geometric regularization from normal and depth maps. The obtained high-quality 3D reconstruction can be further exploit in down-stream editing tasks, such as relighting and shape deformation. Our code will be released in https://github.com/zhejia01/TexGuided-GS2Mesh</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-11-06T01:05:08Z</published>
    <arxiv:comment>10 pages, correct errors, clarify details, accepted to 3DV 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zhejia Cai</name>
    </author>
    <author>
      <name>Puhua Jiang</name>
    </author>
    <author>
      <name>Shiwei Mao</name>
    </author>
    <author>
      <name>Hongkun Cao</name>
    </author>
    <author>
      <name>Ruqi Huang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2510.15846v1</id>
    <title>3DPR: Single Image 3D Portrait Relight using Generative Priors</title>
    <updated>2025-10-17T17:37:42Z</updated>
    <link href="https://arxiv.org/abs/2510.15846v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2510.15846v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Rendering novel, relit views of a human head, given a monocular portrait image as input, is an inherently underconstrained problem. The traditional graphics solution is to explicitly decompose the input image into geometry, material and lighting via differentiable rendering; but this is constrained by the multiple assumptions and approximations of the underlying models and parameterizations of these scene components. We propose 3DPR, an image-based relighting model that leverages generative priors learnt from multi-view One-Light-at-A-Time (OLAT) images captured in a light stage. We introduce a new diverse and large-scale multi-view 4K OLAT dataset of 139 subjects to learn a high-quality prior over the distribution of high-frequency face reflectance. We leverage the latent space of a pre-trained generative head model that provides a rich prior over face geometry learnt from in-the-wild image datasets. The input portrait is first embedded in the latent manifold of such a model through an encoder-based inversion process. Then a novel triplane-based reflectance network trained on our lightstage data is used to synthesize high-fidelity OLAT images to enable image-based relighting. Our reflectance network operates in the latent space of the generative head model, crucially enabling a relatively small number of lightstage images to train the reflectance model. Combining the generated OLATs according to a given HDRI environment maps yields physically accurate environmental relighting results. Through quantitative and qualitative evaluations, we demonstrate that 3DPR outperforms previous methods, particularly in preserving identity and in capturing lighting effects such as specularities, self-shadows, and subsurface scattering. Project Page: https://vcai.mpi-inf.mpg.de/projects/3dpr/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-10-17T17:37:42Z</published>
    <arxiv:comment>Accepted at ACM SIGGRAPH ASIA 2025 Conference Proceedings</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Pramod Rao</name>
    </author>
    <author>
      <name>Abhimitra Meka</name>
    </author>
    <author>
      <name>Xilong Zhou</name>
    </author>
    <author>
      <name>Gereon Fox</name>
    </author>
    <author>
      <name>Mallikarjun B R</name>
    </author>
    <author>
      <name>Fangneng Zhan</name>
    </author>
    <author>
      <name>Tim Weyrich</name>
    </author>
    <author>
      <name>Bernd Bickel</name>
    </author>
    <author>
      <name>Hanspeter Pfister</name>
    </author>
    <author>
      <name>Wojciech Matusik</name>
    </author>
    <author>
      <name>Thabo Beeler</name>
    </author>
    <author>
      <name>Mohamed Elgharib</name>
    </author>
    <author>
      <name>Marc Habermann</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2508.09137v1</id>
    <title>HumanOLAT: A Large-Scale Dataset for Full-Body Human Relighting and Novel-View Synthesis</title>
    <updated>2025-08-12T17:59:55Z</updated>
    <link href="https://arxiv.org/abs/2508.09137v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2508.09137v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Simultaneous relighting and novel-view rendering of digital human representations is an important yet challenging task with numerous applications. Progress in this area has been significantly limited due to the lack of publicly available, high-quality datasets, especially for full-body human captures. To address this critical gap, we introduce the HumanOLAT dataset, the first publicly accessible large-scale dataset of multi-view One-Light-at-a-Time (OLAT) captures of full-body humans. The dataset includes HDR RGB frames under various illuminations, such as white light, environment maps, color gradients and fine-grained OLAT illuminations. Our evaluations of state-of-the-art relighting and novel-view synthesis methods underscore both the dataset's value and the significant challenges still present in modeling complex human-centric appearance and lighting interactions. We believe HumanOLAT will significantly facilitate future research, enabling rigorous benchmarking and advancements in both general and human-specific relighting and rendering techniques.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-08-12T17:59:55Z</published>
    <arxiv:comment>TT and PG contributed equally; accepted at ICCV 2025; project page: https://vcai.mpi-inf.mpg.de/projects/HumanOLAT/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Timo Teufel</name>
    </author>
    <author>
      <name>Pulkit Gera</name>
    </author>
    <author>
      <name>Xilong Zhou</name>
    </author>
    <author>
      <name>Umar Iqbal</name>
    </author>
    <author>
      <name>Pramod Rao</name>
    </author>
    <author>
      <name>Jan Kautz</name>
    </author>
    <author>
      <name>Vladislav Golyanik</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2508.07011v5</id>
    <title>HiMat: DiT-based Ultra-High Resolution SVBRDF Generation</title>
    <updated>2026-06-06T08:53:22Z</updated>
    <link href="https://arxiv.org/abs/2508.07011v5" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2508.07011v5" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating ultra-high-resolution spatially varying bidirectional reflectance functions (SVBRDFs) is critical for photorealistic 3D content creation, to faithfully represent fine-scale surface details required for close-up rendering. However, achieving 4K generation faces two key challenges: (1) the need to synthesize multiple reflectance maps at full resolution, which multiplies the pixel budget and imposes prohibitive memory and computational cost, and (2) the requirement to maintain strong pixel-level alignment across maps at 4K, which is particularly difficult when adapting pretrained models designed for the RGB image domain. We introduce HiMat, a diffusion-based framework tailored for efficient and diverse 4K SVBRDF generation. To address the first challenge, HiMat performs generation in a high-compression latent space via DC-AE, and employs a pretrained diffusion transformer with linear attention to improve per-map efficiency. To address the second challenge, we propose CrossStitch, a lightweight convolutional module that enforces cross-map consistency without incurring the cost of global attention. Our experiments show that HiMat achieves high-fidelity 4K SVBRDF generation with superior efficiency, structural consistency, and diversity compared to prior methods. Beyond materials, our framework also generalizes to related applications such as intrinsic decomposition.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-08-09T15:16:58Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zixiong Wang</name>
    </author>
    <author>
      <name>Jian Yang</name>
    </author>
    <author>
      <name>Yiwei Hu</name>
    </author>
    <author>
      <name>Milos Hasan</name>
    </author>
    <author>
      <name>Beibei Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2508.01442v2</id>
    <title>Physically-based Lighting Generation for Robotic Manipulation</title>
    <updated>2025-09-17T19:42:37Z</updated>
    <link href="https://arxiv.org/abs/2508.01442v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2508.01442v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>In this paper, we propose the first framework that leverages physically-based inverse rendering for novel lighting generation on existing real-world human demonstrations of robotic manipulation tasks. Specifically, inverse rendering decomposes the first frame in each demonstration into geometric (surface normal, depth) and material (albedo, roughness, metallic) properties, which are then used to render appearance changes under different lighting sources. To improve efficiency and maintain consistency across each generated sequence, we fine-tune Stable Video Diffusion on robot execution videos for temporal lighting propagation. We evaluate our framework by measuring the visual quality of the generated sequences, assessing its effectiveness in improving the imitation learning policy performance (38.75\%) under six unseen real-world lighting conditions, and conduct ablation studies on individual modules of the proposed framework. We further showcase three downstream applications enabled by the proposed framework: background generation, object texture generation and distractor positioning. The code for the framework will be made publicly available.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-08-02T17:09:50Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Shutong Jin</name>
    </author>
    <author>
      <name>Lezhong Wang</name>
    </author>
    <author>
      <name>Ben Temming</name>
    </author>
    <author>
      <name>Florian T. Pokorny</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2507.18385v1</id>
    <title>HumanMaterial: Human Material Estimation from a Single Image via Progressive Training</title>
    <updated>2025-07-24T12:59:42Z</updated>
    <link href="https://arxiv.org/abs/2507.18385v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2507.18385v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Full-body Human inverse rendering based on physically-based rendering aims to acquire high-quality materials, which helps achieve photo-realistic rendering under arbitrary illuminations. This task requires estimating multiple material maps and usually relies on the constraint of rendering result. The absence of constraints on the material maps makes inverse rendering an ill-posed task. Previous works alleviated this problem by building material dataset for training, but their simplified material data and rendering equation lead to rendering results with limited realism, especially that of skin. To further alleviate this problem, we construct a higher-quality dataset (OpenHumanBRDF) based on scanned real data and statistical material data. In addition to the normal, diffuse albedo, roughness, specular albedo, we produce displacement and subsurface scattering to enhance the realism of rendering results, especially for the skin. With the increase in prediction tasks for more materials, using an end-to-end model as in the previous work struggles to balance the importance among various material maps, and leads to model underfitting. Therefore, we design a model (HumanMaterial) with progressive training strategy to make full use of the supervision information of the material maps and improve the performance of material estimation. HumanMaterial first obtain the initial material results via three prior models, and then refine the results by a finetuning model. Prior models estimate different material maps, and each map has different significance for rendering results. Thus, we design a Controlled PBR Rendering (CPR) loss, which enhances the importance of the materials to be optimized during the training of prior models. Extensive experiments on OpenHumanBRDF dataset and real data demonstrate that our method achieves state-of-the-art performance.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-07-24T12:59:42Z</published>
    <arxiv:comment>14</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yu Jiang</name>
    </author>
    <author>
      <name>Jiahao Xia</name>
    </author>
    <author>
      <name>Jiongming Qin</name>
    </author>
    <author>
      <name>Yusen Wang</name>
    </author>
    <author>
      <name>Tuo Cao</name>
    </author>
    <author>
      <name>Chunxia Xiao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2507.17029v1</id>
    <title>StreamME: Simplify 3D Gaussian Avatar within Live Stream</title>
    <updated>2025-07-22T21:33:30Z</updated>
    <link href="https://arxiv.org/abs/2507.17029v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2507.17029v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We propose StreamME, a method focuses on fast 3D avatar reconstruction. The StreamME synchronously records and reconstructs a head avatar from live video streams without any pre-cached data, enabling seamless integration of the reconstructed appearance into downstream applications. This exceptionally fast training strategy, which we refer to as on-the-fly training, is central to our approach. Our method is built upon 3D Gaussian Splatting (3DGS), eliminating the reliance on MLPs in deformable 3DGS and relying solely on geometry, which significantly improves the adaptation speed to facial expression. To further ensure high efficiency in on-the-fly training, we introduced a simplification strategy based on primary points, which distributes the point clouds more sparsely across the facial surface, optimizing points number while maintaining rendering quality. Leveraging the on-the-fly training capabilities, our method protects the facial privacy and reduces communication bandwidth in VR system or online conference. Additionally, it can be directly applied to downstream application such as animation, toonify, and relighting. Please refer to our project page for more details: https://songluchuan.github.io/StreamME/.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-07-22T21:33:30Z</published>
    <arxiv:comment>12 pages, 15 Figures</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Luchuan Song</name>
    </author>
    <author>
      <name>Yang Zhou</name>
    </author>
    <author>
      <name>Zhan Xu</name>
    </author>
    <author>
      <name>Yi Zhou</name>
    </author>
    <author>
      <name>Deepali Aneja</name>
    </author>
    <author>
      <name>Chenliang Xu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2507.15629v1</id>
    <title>Gaussian Splatting with Discretized SDF for Relightable Assets</title>
    <updated>2025-07-21T13:52:33Z</updated>
    <link href="https://arxiv.org/abs/2507.15629v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2507.15629v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian splatting (3DGS) has shown its detailed expressive ability and highly efficient rendering speed in the novel view synthesis (NVS) task. The application to inverse rendering still faces several challenges, as the discrete nature of Gaussian primitives makes it difficult to apply geometry constraints. Recent works introduce the signed distance field (SDF) as an extra continuous representation to regularize the geometry defined by Gaussian primitives. It improves the decomposition quality, at the cost of increasing memory usage and complicating training. Unlike these works, we introduce a discretized SDF to represent the continuous SDF in a discrete manner by encoding it within each Gaussian using a sampled value. This approach allows us to link the SDF with the Gaussian opacity through an SDF-to-opacity transformation, enabling rendering the SDF via splatting and avoiding the computational cost of ray marching.The key challenge is to regularize the discrete samples to be consistent with the underlying SDF, as the discrete representation can hardly apply the gradient-based constraints (\eg Eikonal loss). For this, we project Gaussians onto the zero-level set of SDF and enforce alignment with the surface from splatting, namely a projection-based consistency loss. Thanks to the discretized SDF, our method achieves higher relighting quality, while requiring no extra memory beyond GS and avoiding complex manually designed optimization. The experiments reveal that our method outperforms existing Gaussian-based inverse rendering methods. Our code is available at https://github.com/NK-CS-ZZL/DiscretizedSDF.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-07-21T13:52:33Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Zuo-Liang Zhu</name>
    </author>
    <author>
      <name>Jian Yang</name>
    </author>
    <author>
      <name>Beibei Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2507.13311v2</id>
    <title>FashionPose: Unified Text-Driven Fashion Synthesis with Joint Geometric and Photometric Control</title>
    <updated>2026-08-06T06:13:15Z</updated>
    <link href="https://arxiv.org/abs/2507.13311v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2507.13311v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Realistic and controllable garment synthesis is essential for fashion e-commerce, yet it demands precise coordination between human pose geometry and environmental photometry. Conventional pose-guided frameworks suffer from two fundamental limitations: they rely heavily on predefined skeletons from off-the-shelf estimators, restricting semantic flexibility; and they predominantly focus on studio-like generation under neutral lighting, failing to reconcile geometric configurations with complex, scene-specific illumination described in natural language. To bridge this gap, we propose FashionPose, a cascaded architecture that reconciles geometric and photometric control within a unified language-driven interface. Unlike conventional frameworks, our framework employs a decoupled yet synergistic strategy: (1) a bidirectional contrastive alignment mechanism that grounds textual semantics into an explicit geometric manifold, enabling template-free pose generation; (2) an identity-anchored synthesis module that translates these geometric priors into high-fidelity imagery while preserving fine-grained appearance; and (3) a prompt-conditioned relighting module that leverages the generated pose as a spatial anchor to achieve environment-aware shading. This hierarchical design effectively transforms high-level instructions into consistent visual representations, ensuring both structural precision and atmospheric harmony. To facilitate this paradigm, we construct PoseCap, a dataset with over 40,000 caption-keypoint pairs. Extensive experiments demonstrate that FashionPose outperforms existing benchmarks in pose accuracy and physical realism, providing a robust solution for personalized, scene-aware virtual fashion displays.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-07-17T17:30:29Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Chuancheng Shi</name>
    </author>
    <author>
      <name>Shaotian Li</name>
    </author>
    <author>
      <name>Zhenlong Yuan</name>
    </author>
    <author>
      <name>Zifeng Cheng</name>
    </author>
    <author>
      <name>Fei Shen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2507.12498v2</id>
    <title>Wavelet-GS: 3D Gaussian Splatting with Wavelet Decomposition</title>
    <updated>2025-07-21T01:46:42Z</updated>
    <link href="https://arxiv.org/abs/2507.12498v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2507.12498v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) has revolutionized 3D scene reconstruction, which effectively balances rendering quality, efficiency, and speed. However, existing 3DGS approaches usually generate plausible outputs and face significant challenges in complex scene reconstruction, manifesting as incomplete holistic structural outlines and unclear local lighting effects. To address these issues simultaneously, we propose a novel decoupled optimization framework, which integrates wavelet decomposition into 3D Gaussian Splatting and 2D sampling. Technically, through 3D wavelet decomposition, our approach divides point clouds into high-frequency and low-frequency components, enabling targeted optimization for each. The low-frequency component captures global structural outlines and manages the distribution of Gaussians through voxelization. In contrast, the high-frequency component restores intricate geometric and textural details while incorporating a relight module to mitigate lighting artifacts and enhance photorealistic rendering. Additionally, a 2D wavelet decomposition is applied to the training images, simulating radiance variations. This provides critical guidance for high-frequency detail reconstruction, ensuring seamless integration of details with the global structure. Extensive experiments on challenging datasets demonstrate our method achieves state-of-the-art performance across various metrics, surpassing existing approaches and advancing the field of 3D scene reconstruction.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-07-16T01:54:06Z</published>
    <arxiv:comment>9 pages</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Beizhen Zhao</name>
    </author>
    <author>
      <name>Yifan Zhou</name>
    </author>
    <author>
      <name>Sicheng Yu</name>
    </author>
    <author>
      <name>Zijian Wang</name>
    </author>
    <author>
      <name>Hao Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2506.23854v1</id>
    <title>HiNeuS: High-fidelity Neural Surface Mitigating Low-texture and Reflective Ambiguity</title>
    <updated>2025-06-30T13:45:25Z</updated>
    <link href="https://arxiv.org/abs/2506.23854v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2506.23854v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Neural surface reconstruction faces persistent challenges in reconciling geometric fidelity with photometric consistency under complex scene conditions. We present HiNeuS, a unified framework that holistically addresses three core limitations in existing approaches: multi-view radiance inconsistency, missing keypoints in textureless regions, and structural degradation from over-enforced Eikonal constraints during joint optimization. To resolve these issues through a unified pipeline, we introduce: 1) Differential visibility verification through SDF-guided ray tracing, resolving reflection ambiguities via continuous occlusion modeling; 2) Planar-conformal regularization via ray-aligned geometry patches that enforce local surface coherence while preserving sharp edges through adaptive appearance weighting; and 3) Physically-grounded Eikonal relaxation that dynamically modulates geometric constraints based on local radiance gradients, enabling detail preservation without sacrificing global regularity. Unlike prior methods that handle these aspects through sequential optimizations or isolated modules, our approach achieves cohesive integration where appearance-geometry constraints evolve synergistically throughout training. Comprehensive evaluations across synthetic and real-world datasets demonstrate state-of-the-art performance, including a 21.4% reduction in Chamfer distance over reflection-aware baselines and 2.32 dB PSNR improvement against neural rendering counterparts. Qualitative analyses reveal superior capability in recovering specular instruments, urban layouts with centimeter-scale infrastructure, and low-textured surfaces without local patch collapse. The method's generalizability is further validated through successful application to inverse rendering tasks, including material decomposition and view-consistent relighting.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-06-30T13:45:25Z</published>
    <arxiv:comment>Published in International Conference on Computer Vision (ICCV) 2025</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yida Wang</name>
    </author>
    <author>
      <name>Xueyang Zhang</name>
    </author>
    <author>
      <name>Kun Zhan</name>
    </author>
    <author>
      <name>Peng Jia</name>
    </author>
    <author>
      <name>Xianpeng Lang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2506.18575v3</id>
    <title>2D Triangle Splatting for Direct Differentiable Mesh Training</title>
    <updated>2026-04-04T17:08:58Z</updated>
    <link href="https://arxiv.org/abs/2506.18575v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2506.18575v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>Differentiable rendering with 3D Gaussian primitives has emerged as a powerful method for reconstructing high-fidelity 3D scenes from multi-view images. While it offers improvements over NeRF-based methods, this representation still encounters challenges with rendering speed and advanced rendering effects, such as relighting and shadow rendering, compared to mesh-based models. In this paper, we propose 2D Triangle Splatting (2DTS), a novel method that replaces 3D Gaussian primitives with 2D triangle primitives. This representation naturally forms a discrete mesh-like structure while retaining the benefits of continuous volumetric modeling. Through the incorporation and controlled annealing of a compactness parameter, our method maintains differentiability during training while producing triangle meshes with fully opaque faces at the end of optimization without the need for additional post-processing. Experimental results demonstrate that our triangle-based representation achieves competitive visual quality with Gaussian-based methods while providing a more direct bridge to mesh-based representations. Our method bridges the gap between differentiable rendering and traditional mesh-based rendering, offering a promising solution for applications requiring renderable mesh-like reconstructions. Please visit our project page at https://gaoderender.github.io/triangle-splatting.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-06-23T12:26:47Z</published>
    <arxiv:comment>13 pages, 8 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Kaifeng Sheng</name>
    </author>
    <author>
      <name>Zheng Zhou</name>
    </author>
    <author>
      <name>Yingliang Peng</name>
    </author>
    <author>
      <name>Qianwei Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2506.06271v2</id>
    <title>BecomingLit: Relightable Gaussian Avatars with Hybrid Neural Shading</title>
    <updated>2025-11-14T17:10:57Z</updated>
    <link href="https://arxiv.org/abs/2506.06271v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2506.06271v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We introduce BecomingLit, a novel method for reconstructing relightable, high-resolution head avatars that can be rendered from novel viewpoints at interactive rates. Therefore, we propose a new low-cost light stage capture setup, tailored specifically towards capturing faces. Using this setup, we collect a novel dataset consisting of diverse multi-view sequences of numerous subjects under varying illumination conditions and facial expressions. By leveraging our new dataset, we introduce a new relightable avatar representation based on 3D Gaussian primitives that we animate with a parametric head model and an expression-dependent dynamics module. We propose a new hybrid neural shading approach, combining a neural diffuse BRDF with an analytical specular term. Our method reconstructs disentangled materials from our dynamic light stage recordings and enables all-frequency relighting of our avatars with both point lights and environment maps. In addition, our avatars can easily be animated and controlled from monocular videos. We validate our approach in extensive experiments on our dataset, where we consistently outperform existing state-of-the-art methods in relighting and reenactment by a significant margin.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-06-06T17:53:58Z</published>
    <arxiv:comment>NeurIPS 2025, Project Page: see https://jonathsch.github.io/becominglit/ , YouTube Video: see https://youtu.be/xPyeIqKdszA</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jonathan Schmidt</name>
    </author>
    <author>
      <name>Simon Giebenhain</name>
    </author>
    <author>
      <name>Matthias Niessner</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2505.21502v2</id>
    <title>Generalizable and Relightable Gaussian Splatting for Human Novel View Synthesis</title>
    <updated>2025-11-21T06:23:38Z</updated>
    <link href="https://arxiv.org/abs/2505.21502v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2505.21502v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We propose GRGS, a generalizable and relightable 3D Gaussian framework for high-fidelity human novel view synthesis under diverse lighting conditions. Unlike existing methods that rely on per-character optimization or ignore physical constraints, GRGS adopts a feed-forward, fully supervised strategy projecting geometry, material, and illumination cues from multi-view 2D observations into 3D Gaussian representations. To recover accurate geometry under diverse lighting conditions, we introduce a Lighting-robust Geometry Refinement (LGR) module trained on synthetically relit data to predict precise depth and surface normals. Based on the high-quality geometry, a Physically Grounded Neural Rendering (PGNR) module is further proposed to integrate neural prediction with physics-based shading, supporting editable relighting with shadows and indirect illumination. Moreover, we design a 2D-to-3D projection training scheme leveraging differentiable supervision from ambient occlusion, direct, and indirect lighting maps, alleviating the computational cost of ray tracing. Extensive experiments demonstrate that GRGS achieves superior visual quality, geometric consistency, and generalization across characters and lighting conditions.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-05-27T17:59:47Z</published>
    <arxiv:comment>Project Webpage: https://sypj-98.github.io/grgs/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yipengjing Sun</name>
    </author>
    <author>
      <name>Shengping Zhang</name>
    </author>
    <author>
      <name>Chenyang Wang</name>
    </author>
    <author>
      <name>Shunyuan Zheng</name>
    </author>
    <author>
      <name>Zonglin Li</name>
    </author>
    <author>
      <name>Xiangyang Ji</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2505.21483v1</id>
    <title>MV-CoLight: Efficient Object Compositing with Consistent Lighting and Shadow Generation</title>
    <updated>2025-05-27T17:53:02Z</updated>
    <link href="https://arxiv.org/abs/2505.21483v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2505.21483v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Object compositing offers significant promise for augmented reality (AR) and embodied intelligence applications. Existing approaches predominantly focus on single-image scenarios or intrinsic decomposition techniques, facing challenges with multi-view consistency, complex scenes, and diverse lighting conditions. Recent inverse rendering advancements, such as 3D Gaussian and diffusion-based methods, have enhanced consistency but are limited by scalability, heavy data requirements, or prolonged reconstruction time per scene. To broaden its applicability, we introduce MV-CoLight, a two-stage framework for illumination-consistent object compositing in both 2D images and 3D scenes. Our novel feed-forward architecture models lighting and shadows directly, avoiding the iterative biases of diffusion-based methods. We employ a Hilbert curve-based mapping to align 2D image inputs with 3D Gaussian scene representations seamlessly. To facilitate training and evaluation, we further introduce a large-scale 3D compositing dataset. Experiments demonstrate state-of-the-art harmonized results across standard benchmarks and our dataset, as well as casually captured real-world scenes demonstrate the framework's robustness and wide generalization.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-05-27T17:53:02Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Kerui Ren</name>
    </author>
    <author>
      <name>Jiayang Bai</name>
    </author>
    <author>
      <name>Linning Xu</name>
    </author>
    <author>
      <name>Lihan Jiang</name>
    </author>
    <author>
      <name>Jiangmiao Pang</name>
    </author>
    <author>
      <name>Mulin Yu</name>
    </author>
    <author>
      <name>Bo Dai</name>
    </author>
  </entry>
</feed>
