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Mar 11

IDArb: Intrinsic Decomposition for Arbitrary Number of Input Views and Illuminations

Capturing geometric and material information from images remains a fundamental challenge in computer vision and graphics. Traditional optimization-based methods often require hours of computational time to reconstruct geometry, material properties, and environmental lighting from dense multi-view inputs, while still struggling with inherent ambiguities between lighting and material. On the other hand, learning-based approaches leverage rich material priors from existing 3D object datasets but face challenges with maintaining multi-view consistency. In this paper, we introduce IDArb, a diffusion-based model designed to perform intrinsic decomposition on an arbitrary number of images under varying illuminations. Our method achieves accurate and multi-view consistent estimation on surface normals and material properties. This is made possible through a novel cross-view, cross-domain attention module and an illumination-augmented, view-adaptive training strategy. Additionally, we introduce ARB-Objaverse, a new dataset that provides large-scale multi-view intrinsic data and renderings under diverse lighting conditions, supporting robust training. Extensive experiments demonstrate that IDArb outperforms state-of-the-art methods both qualitatively and quantitatively. Moreover, our approach facilitates a range of downstream tasks, including single-image relighting, photometric stereo, and 3D reconstruction, highlighting its broad applications in realistic 3D content creation.

EverLight: Indoor-Outdoor Editable HDR Lighting Estimation

Because of the diversity in lighting environments, existing illumination estimation techniques have been designed explicitly on indoor or outdoor environments. Methods have focused specifically on capturing accurate energy (e.g., through parametric lighting models), which emphasizes shading and strong cast shadows; or producing plausible texture (e.g., with GANs), which prioritizes plausible reflections. Approaches which provide editable lighting capabilities have been proposed, but these tend to be with simplified lighting models, offering limited realism. In this work, we propose to bridge the gap between these recent trends in the literature, and propose a method which combines a parametric light model with 360{\deg} panoramas, ready to use as HDRI in rendering engines. We leverage recent advances in GAN-based LDR panorama extrapolation from a regular image, which we extend to HDR using parametric spherical gaussians. To achieve this, we introduce a novel lighting co-modulation method that injects lighting-related features throughout the generator, tightly coupling the original or edited scene illumination within the panorama generation process. In our representation, users can easily edit light direction, intensity, number, etc. to impact shading while providing rich, complex reflections while seamlessly blending with the edits. Furthermore, our method encompasses indoor and outdoor environments, demonstrating state-of-the-art results even when compared to domain-specific methods.

Unsupervised Night Image Enhancement: When Layer Decomposition Meets Light-Effects Suppression

Night images suffer not only from low light, but also from uneven distributions of light. Most existing night visibility enhancement methods focus mainly on enhancing low-light regions. This inevitably leads to over enhancement and saturation in bright regions, such as those regions affected by light effects (glare, floodlight, etc). To address this problem, we need to suppress the light effects in bright regions while, at the same time, boosting the intensity of dark regions. With this idea in mind, we introduce an unsupervised method that integrates a layer decomposition network and a light-effects suppression network. Given a single night image as input, our decomposition network learns to decompose shading, reflectance and light-effects layers, guided by unsupervised layer-specific prior losses. Our light-effects suppression network further suppresses the light effects and, at the same time, enhances the illumination in dark regions. This light-effects suppression network exploits the estimated light-effects layer as the guidance to focus on the light-effects regions. To recover the background details and reduce hallucination/artefacts, we propose structure and high-frequency consistency losses. Our quantitative and qualitative evaluations on real images show that our method outperforms state-of-the-art methods in suppressing night light effects and boosting the intensity of dark regions.

Light-A-Video: Training-free Video Relighting via Progressive Light Fusion

Recent advancements in image relighting models, driven by large-scale datasets and pre-trained diffusion models, have enabled the imposition of consistent lighting. However, video relighting still lags, primarily due to the excessive training costs and the scarcity of diverse, high-quality video relighting datasets. A simple application of image relighting models on a frame-by-frame basis leads to several issues: lighting source inconsistency and relighted appearance inconsistency, resulting in flickers in the generated videos. In this work, we propose Light-A-Video, a training-free approach to achieve temporally smooth video relighting. Adapted from image relighting models, Light-A-Video introduces two key techniques to enhance lighting consistency. First, we design a Consistent Light Attention (CLA) module, which enhances cross-frame interactions within the self-attention layers to stabilize the generation of the background lighting source. Second, leveraging the physical principle of light transport independence, we apply linear blending between the source video's appearance and the relighted appearance, using a Progressive Light Fusion (PLF) strategy to ensure smooth temporal transitions in illumination. Experiments show that Light-A-Video improves the temporal consistency of relighted video while maintaining the image quality, ensuring coherent lighting transitions across frames. Project page: https://bujiazi.github.io/light-a-video.github.io/.

Relightable 3D Gaussian: Real-time Point Cloud Relighting with BRDF Decomposition and Ray Tracing

We present a novel differentiable point-based rendering framework for material and lighting decomposition from multi-view images, enabling editing, ray-tracing, and real-time relighting of the 3D point cloud. Specifically, a 3D scene is represented as a set of relightable 3D Gaussian points, where each point is additionally associated with a normal direction, BRDF parameters, and incident lights from different directions. To achieve robust lighting estimation, we further divide incident lights of each point into global and local components, as well as view-dependent visibilities. The 3D scene is optimized through the 3D Gaussian Splatting technique while BRDF and lighting are decomposed by physically-based differentiable rendering. Moreover, we introduce an innovative point-based ray-tracing approach based on the bounding volume hierarchy for efficient visibility baking, enabling real-time rendering and relighting of 3D Gaussian points with accurate shadow effects. Extensive experiments demonstrate improved BRDF estimation and novel view rendering results compared to state-of-the-art material estimation approaches. Our framework showcases the potential to revolutionize the mesh-based graphics pipeline with a relightable, traceable, and editable rendering pipeline solely based on point cloud. Project page:https://nju-3dv.github.io/projects/Relightable3DGaussian/.

Beyond the Pixel: a Photometrically Calibrated HDR Dataset for Luminance and Color Prediction

Light plays an important role in human well-being. However, most computer vision tasks treat pixels without considering their relationship to physical luminance. To address this shortcoming, we introduce the Laval Photometric Indoor HDR Dataset, the first large-scale photometrically calibrated dataset of high dynamic range 360{\deg} panoramas. Our key contribution is the calibration of an existing, uncalibrated HDR Dataset. We do so by accurately capturing RAW bracketed exposures simultaneously with a professional photometric measurement device (chroma meter) for multiple scenes across a variety of lighting conditions. Using the resulting measurements, we establish the calibration coefficients to be applied to the HDR images. The resulting dataset is a rich representation of indoor scenes which displays a wide range of illuminance and color, and varied types of light sources. We exploit the dataset to introduce three novel tasks, where: per-pixel luminance, per-pixel color and planar illuminance can be predicted from a single input image. Finally, we also capture another smaller photometric dataset with a commercial 360{\deg} camera, to experiment on generalization across cameras. We are optimistic that the release of our datasets and associated code will spark interest in physically accurate light estimation within the community. Dataset and code are available at https://lvsn.github.io/beyondthepixel/.

GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering

We present GI-GS, a novel inverse rendering framework that leverages 3D Gaussian Splatting (3DGS) and deferred shading to achieve photo-realistic novel view synthesis and relighting. In inverse rendering, accurately modeling the shading processes of objects is essential for achieving high-fidelity results. Therefore, it is critical to incorporate global illumination to account for indirect lighting that reaches an object after multiple bounces across the scene. Previous 3DGS-based methods have attempted to model indirect lighting by characterizing indirect illumination as learnable lighting volumes or additional attributes of each Gaussian, while using baked occlusion to represent shadow effects. These methods, however, fail to accurately model the complex physical interactions between light and objects, making it impossible to construct realistic indirect illumination during relighting. To address this limitation, we propose to calculate indirect lighting using efficient path tracing with deferred shading. In our framework, we first render a G-buffer to capture the detailed geometry and material properties of the scene. Then, we perform physically-based rendering (PBR) only for direct lighting. With the G-buffer and previous rendering results, the indirect lighting can be calculated through a lightweight path tracing. Our method effectively models indirect lighting under any given lighting conditions, thereby achieving better novel view synthesis and relighting. Quantitative and qualitative results show that our GI-GS outperforms existing baselines in both rendering quality and efficiency.

Lighting Every Darkness with 3DGS: Fast Training and Real-Time Rendering for HDR View Synthesis

Volumetric rendering based methods, like NeRF, excel in HDR view synthesis from RAWimages, especially for nighttime scenes. While, they suffer from long training times and cannot perform real-time rendering due to dense sampling requirements. The advent of 3D Gaussian Splatting (3DGS) enables real-time rendering and faster training. However, implementing RAW image-based view synthesis directly using 3DGS is challenging due to its inherent drawbacks: 1) in nighttime scenes, extremely low SNR leads to poor structure-from-motion (SfM) estimation in distant views; 2) the limited representation capacity of spherical harmonics (SH) function is unsuitable for RAW linear color space; and 3) inaccurate scene structure hampers downstream tasks such as refocusing. To address these issues, we propose LE3D (Lighting Every darkness with 3DGS). Our method proposes Cone Scatter Initialization to enrich the estimation of SfM, and replaces SH with a Color MLP to represent the RAW linear color space. Additionally, we introduce depth distortion and near-far regularizations to improve the accuracy of scene structure for downstream tasks. These designs enable LE3D to perform real-time novel view synthesis, HDR rendering, refocusing, and tone-mapping changes. Compared to previous volumetric rendering based methods, LE3D reduces training time to 1% and improves rendering speed by up to 4,000 times for 2K resolution images in terms of FPS. Code and viewer can be found in https://github.com/Srameo/LE3D .

RelightableHands: Efficient Neural Relighting of Articulated Hand Models

We present the first neural relighting approach for rendering high-fidelity personalized hands that can be animated in real-time under novel illumination. Our approach adopts a teacher-student framework, where the teacher learns appearance under a single point light from images captured in a light-stage, allowing us to synthesize hands in arbitrary illuminations but with heavy compute. Using images rendered by the teacher model as training data, an efficient student model directly predicts appearance under natural illuminations in real-time. To achieve generalization, we condition the student model with physics-inspired illumination features such as visibility, diffuse shading, and specular reflections computed on a coarse proxy geometry, maintaining a small computational overhead. Our key insight is that these features have strong correlation with subsequent global light transport effects, which proves sufficient as conditioning data for the neural relighting network. Moreover, in contrast to bottleneck illumination conditioning, these features are spatially aligned based on underlying geometry, leading to better generalization to unseen illuminations and poses. In our experiments, we demonstrate the efficacy of our illumination feature representations, outperforming baseline approaches. We also show that our approach can photorealistically relight two interacting hands at real-time speeds. https://sh8.io/#/relightable_hands

Progressive Radiance Distillation for Inverse Rendering with Gaussian Splatting

We propose progressive radiance distillation, an inverse rendering method that combines physically-based rendering with Gaussian-based radiance field rendering using a distillation progress map. Taking multi-view images as input, our method starts from a pre-trained radiance field guidance, and distills physically-based light and material parameters from the radiance field using an image-fitting process. The distillation progress map is initialized to a small value, which favors radiance field rendering. During early iterations when fitted light and material parameters are far from convergence, the radiance field fallback ensures the sanity of image loss gradients and avoids local minima that attracts under-fit states. As fitted parameters converge, the physical model gradually takes over and the distillation progress increases correspondingly. In presence of light paths unmodeled by the physical model, the distillation progress never finishes on affected pixels and the learned radiance field stays in the final rendering. With this designed tolerance for physical model limitations, we prevent unmodeled color components from leaking into light and material parameters, alleviating relighting artifacts. Meanwhile, the remaining radiance field compensates for the limitations of the physical model, guaranteeing high-quality novel views synthesis. Experimental results demonstrate that our method significantly outperforms state-of-the-art techniques quality-wise in both novel view synthesis and relighting. The idea of progressive radiance distillation is not limited to Gaussian splatting. We show that it also has positive effects for prominently specular scenes when adapted to a mesh-based inverse rendering method.

DiLightNet: Fine-grained Lighting Control for Diffusion-based Image Generation

This paper presents a novel method for exerting fine-grained lighting control during text-driven diffusion-based image generation. While existing diffusion models already have the ability to generate images under any lighting condition, without additional guidance these models tend to correlate image content and lighting. Moreover, text prompts lack the necessary expressional power to describe detailed lighting setups. To provide the content creator with fine-grained control over the lighting during image generation, we augment the text-prompt with detailed lighting information in the form of radiance hints, i.e., visualizations of the scene geometry with a homogeneous canonical material under the target lighting. However, the scene geometry needed to produce the radiance hints is unknown. Our key observation is that we only need to guide the diffusion process, hence exact radiance hints are not necessary; we only need to point the diffusion model in the right direction. Based on this observation, we introduce a three stage method for controlling the lighting during image generation. In the first stage, we leverage a standard pretrained diffusion model to generate a provisional image under uncontrolled lighting. Next, in the second stage, we resynthesize and refine the foreground object in the generated image by passing the target lighting to a refined diffusion model, named DiLightNet, using radiance hints computed on a coarse shape of the foreground object inferred from the provisional image. To retain the texture details, we multiply the radiance hints with a neural encoding of the provisional synthesized image before passing it to DiLightNet. Finally, in the third stage, we resynthesize the background to be consistent with the lighting on the foreground object. We demonstrate and validate our lighting controlled diffusion model on a variety of text prompts and lighting conditions.

DreamMat: High-quality PBR Material Generation with Geometry- and Light-aware Diffusion Models

2D diffusion model, which often contains unwanted baked-in shading effects and results in unrealistic rendering effects in the downstream applications. Generating Physically Based Rendering (PBR) materials instead of just RGB textures would be a promising solution. However, directly distilling the PBR material parameters from 2D diffusion models still suffers from incorrect material decomposition, such as baked-in shading effects in albedo. We introduce DreamMat, an innovative approach to resolve the aforementioned problem, to generate high-quality PBR materials from text descriptions. We find out that the main reason for the incorrect material distillation is that large-scale 2D diffusion models are only trained to generate final shading colors, resulting in insufficient constraints on material decomposition during distillation. To tackle this problem, we first finetune a new light-aware 2D diffusion model to condition on a given lighting environment and generate the shading results on this specific lighting condition. Then, by applying the same environment lights in the material distillation, DreamMat can generate high-quality PBR materials that are not only consistent with the given geometry but also free from any baked-in shading effects in albedo. Extensive experiments demonstrate that the materials produced through our methods exhibit greater visual appeal to users and achieve significantly superior rendering quality compared to baseline methods, which are preferable for downstream tasks such as game and film production.

Relightful Harmonization: Lighting-aware Portrait Background Replacement

Portrait harmonization aims to composite a subject into a new background, adjusting its lighting and color to ensure harmony with the background scene. Existing harmonization techniques often only focus on adjusting the global color and brightness of the foreground and ignore crucial illumination cues from the background such as apparent lighting direction, leading to unrealistic compositions. We introduce Relightful Harmonization, a lighting-aware diffusion model designed to seamlessly harmonize sophisticated lighting effect for the foreground portrait using any background image. Our approach unfolds in three stages. First, we introduce a lighting representation module that allows our diffusion model to encode lighting information from target image background. Second, we introduce an alignment network that aligns lighting features learned from image background with lighting features learned from panorama environment maps, which is a complete representation for scene illumination. Last, to further boost the photorealism of the proposed method, we introduce a novel data simulation pipeline that generates synthetic training pairs from a diverse range of natural images, which are used to refine the model. Our method outperforms existing benchmarks in visual fidelity and lighting coherence, showing superior generalization in real-world testing scenarios, highlighting its versatility and practicality.

RISE-SDF: a Relightable Information-Shared Signed Distance Field for Glossy Object Inverse Rendering

In this paper, we propose a novel end-to-end relightable neural inverse rendering system that achieves high-quality reconstruction of geometry and material properties, thus enabling high-quality relighting. The cornerstone of our method is a two-stage approach for learning a better factorization of scene parameters. In the first stage, we develop a reflection-aware radiance field using a neural signed distance field (SDF) as the geometry representation and deploy an MLP (multilayer perceptron) to estimate indirect illumination. In the second stage, we introduce a novel information-sharing network structure to jointly learn the radiance field and the physically based factorization of the scene. For the physically based factorization, to reduce the noise caused by Monte Carlo sampling, we apply a split-sum approximation with a simplified Disney BRDF and cube mipmap as the environment light representation. In the relighting phase, to enhance the quality of indirect illumination, we propose a second split-sum algorithm to trace secondary rays under the split-sum rendering framework. Furthermore, there is no dataset or protocol available to quantitatively evaluate the inverse rendering performance for glossy objects. To assess the quality of material reconstruction and relighting, we have created a new dataset with ground truth BRDF parameters and relighting results. Our experiments demonstrate that our algorithm achieves state-of-the-art performance in inverse rendering and relighting, with particularly strong results in the reconstruction of highly reflective objects.

Anything in Any Scene: Photorealistic Video Object Insertion

Realistic video simulation has shown significant potential across diverse applications, from virtual reality to film production. This is particularly true for scenarios where capturing videos in real-world settings is either impractical or expensive. Existing approaches in video simulation often fail to accurately model the lighting environment, represent the object geometry, or achieve high levels of photorealism. In this paper, we propose Anything in Any Scene, a novel and generic framework for realistic video simulation that seamlessly inserts any object into an existing dynamic video with a strong emphasis on physical realism. Our proposed general framework encompasses three key processes: 1) integrating a realistic object into a given scene video with proper placement to ensure geometric realism; 2) estimating the sky and environmental lighting distribution and simulating realistic shadows to enhance the light realism; 3) employing a style transfer network that refines the final video output to maximize photorealism. We experimentally demonstrate that Anything in Any Scene framework produces simulated videos of great geometric realism, lighting realism, and photorealism. By significantly mitigating the challenges associated with video data generation, our framework offers an efficient and cost-effective solution for acquiring high-quality videos. Furthermore, its applications extend well beyond video data augmentation, showing promising potential in virtual reality, video editing, and various other video-centric applications. Please check our project website https://anythinginanyscene.github.io for access to our project code and more high-resolution video results.

Low-Light Image Enhancement with Illumination-Aware Gamma Correction and Complete Image Modelling Network

This paper presents a novel network structure with illumination-aware gamma correction and complete image modelling to solve the low-light image enhancement problem. Low-light environments usually lead to less informative large-scale dark areas, directly learning deep representations from low-light images is insensitive to recovering normal illumination. We propose to integrate the effectiveness of gamma correction with the strong modelling capacities of deep networks, which enables the correction factor gamma to be learned in a coarse to elaborate manner via adaptively perceiving the deviated illumination. Because exponential operation introduces high computational complexity, we propose to use Taylor Series to approximate gamma correction, accelerating the training and inference speed. Dark areas usually occupy large scales in low-light images, common local modelling structures, e.g., CNN, SwinIR, are thus insufficient to recover accurate illumination across whole low-light images. We propose a novel Transformer block to completely simulate the dependencies of all pixels across images via a local-to-global hierarchical attention mechanism, so that dark areas could be inferred by borrowing the information from far informative regions in a highly effective manner. Extensive experiments on several benchmark datasets demonstrate that our approach outperforms state-of-the-art methods.

SEEAvatar: Photorealistic Text-to-3D Avatar Generation with Constrained Geometry and Appearance

Powered by large-scale text-to-image generation models, text-to-3D avatar generation has made promising progress. However, most methods fail to produce photorealistic results, limited by imprecise geometry and low-quality appearance. Towards more practical avatar generation, we present SEEAvatar, a method for generating photorealistic 3D avatars from text with SElf-Evolving constraints for decoupled geometry and appearance. For geometry, we propose to constrain the optimized avatar in a decent global shape with a template avatar. The template avatar is initialized with human prior and can be updated by the optimized avatar periodically as an evolving template, which enables more flexible shape generation. Besides, the geometry is also constrained by the static human prior in local parts like face and hands to maintain the delicate structures. For appearance generation, we use diffusion model enhanced by prompt engineering to guide a physically based rendering pipeline to generate realistic textures. The lightness constraint is applied on the albedo texture to suppress incorrect lighting effect. Experiments show that our method outperforms previous methods on both global and local geometry and appearance quality by a large margin. Since our method can produce high-quality meshes and textures, such assets can be directly applied in classic graphics pipeline for realistic rendering under any lighting condition. Project page at: https://seeavatar3d.github.io.

Empowering Low-Light Image Enhancer through Customized Learnable Priors

Deep neural networks have achieved remarkable progress in enhancing low-light images by improving their brightness and eliminating noise. However, most existing methods construct end-to-end mapping networks heuristically, neglecting the intrinsic prior of image enhancement task and lacking transparency and interpretability. Although some unfolding solutions have been proposed to relieve these issues, they rely on proximal operator networks that deliver ambiguous and implicit priors. In this work, we propose a paradigm for low-light image enhancement that explores the potential of customized learnable priors to improve the transparency of the deep unfolding paradigm. Motivated by the powerful feature representation capability of Masked Autoencoder (MAE), we customize MAE-based illumination and noise priors and redevelop them from two perspectives: 1) structure flow: we train the MAE from a normal-light image to its illumination properties and then embed it into the proximal operator design of the unfolding architecture; and m2) optimization flow: we train MAE from a normal-light image to its gradient representation and then employ it as a regularization term to constrain noise in the model output. These designs improve the interpretability and representation capability of the model.Extensive experiments on multiple low-light image enhancement datasets demonstrate the superiority of our proposed paradigm over state-of-the-art methods. Code is available at https://github.com/zheng980629/CUE.

Efficient View Synthesis with Neural Radiance Distribution Field

Recent work on Neural Radiance Fields (NeRF) has demonstrated significant advances in high-quality view synthesis. A major limitation of NeRF is its low rendering efficiency due to the need for multiple network forwardings to render a single pixel. Existing methods to improve NeRF either reduce the number of required samples or optimize the implementation to accelerate the network forwarding. Despite these efforts, the problem of multiple sampling persists due to the intrinsic representation of radiance fields. In contrast, Neural Light Fields (NeLF) reduce the computation cost of NeRF by querying only one single network forwarding per pixel. To achieve a close visual quality to NeRF, existing NeLF methods require significantly larger network capacities which limits their rendering efficiency in practice. In this work, we propose a new representation called Neural Radiance Distribution Field (NeRDF) that targets efficient view synthesis in real-time. Specifically, we use a small network similar to NeRF while preserving the rendering speed with a single network forwarding per pixel as in NeLF. The key is to model the radiance distribution along each ray with frequency basis and predict frequency weights using the network. Pixel values are then computed via volume rendering on radiance distributions. Experiments show that our proposed method offers a better trade-off among speed, quality, and network size than existing methods: we achieve a ~254x speed-up over NeRF with similar network size, with only a marginal performance decline. Our project page is at yushuang-wu.github.io/NeRDF.

NeFII: Inverse Rendering for Reflectance Decomposition with Near-Field Indirect Illumination

Inverse rendering methods aim to estimate geometry, materials and illumination from multi-view RGB images. In order to achieve better decomposition, recent approaches attempt to model indirect illuminations reflected from different materials via Spherical Gaussians (SG), which, however, tends to blur the high-frequency reflection details. In this paper, we propose an end-to-end inverse rendering pipeline that decomposes materials and illumination from multi-view images, while considering near-field indirect illumination. In a nutshell, we introduce the Monte Carlo sampling based path tracing and cache the indirect illumination as neural radiance, enabling a physics-faithful and easy-to-optimize inverse rendering method. To enhance efficiency and practicality, we leverage SG to represent the smooth environment illuminations and apply importance sampling techniques. To supervise indirect illuminations from unobserved directions, we develop a novel radiance consistency constraint between implicit neural radiance and path tracing results of unobserved rays along with the joint optimization of materials and illuminations, thus significantly improving the decomposition performance. Extensive experiments demonstrate that our method outperforms the state-of-the-art on multiple synthetic and real datasets, especially in terms of inter-reflection decomposition.Our code and data are available at https://woolseyyy.github.io/nefii/.

Relightable Gaussian Codec Avatars

The fidelity of relighting is bounded by both geometry and appearance representations. For geometry, both mesh and volumetric approaches have difficulty modeling intricate structures like 3D hair geometry. For appearance, existing relighting models are limited in fidelity and often too slow to render in real-time with high-resolution continuous environments. In this work, we present Relightable Gaussian Codec Avatars, a method to build high-fidelity relightable head avatars that can be animated to generate novel expressions. Our geometry model based on 3D Gaussians can capture 3D-consistent sub-millimeter details such as hair strands and pores on dynamic face sequences. To support diverse materials of human heads such as the eyes, skin, and hair in a unified manner, we present a novel relightable appearance model based on learnable radiance transfer. Together with global illumination-aware spherical harmonics for the diffuse components, we achieve real-time relighting with spatially all-frequency reflections using spherical Gaussians. This appearance model can be efficiently relit under both point light and continuous illumination. We further improve the fidelity of eye reflections and enable explicit gaze control by introducing relightable explicit eye models. Our method outperforms existing approaches without compromising real-time performance. We also demonstrate real-time relighting of avatars on a tethered consumer VR headset, showcasing the efficiency and fidelity of our avatars.

MAIR++: Improving Multi-view Attention Inverse Rendering with Implicit Lighting Representation

In this paper, we propose a scene-level inverse rendering framework that uses multi-view images to decompose the scene into geometry, SVBRDF, and 3D spatially-varying lighting. While multi-view images have been widely used for object-level inverse rendering, scene-level inverse rendering has primarily been studied using single-view images due to the lack of a dataset containing high dynamic range multi-view images with ground-truth geometry, material, and spatially-varying lighting. To improve the quality of scene-level inverse rendering, a novel framework called Multi-view Attention Inverse Rendering (MAIR) was recently introduced. MAIR performs scene-level multi-view inverse rendering by expanding the OpenRooms dataset, designing efficient pipelines to handle multi-view images, and splitting spatially-varying lighting. Although MAIR showed impressive results, its lighting representation is fixed to spherical Gaussians, which limits its ability to render images realistically. Consequently, MAIR cannot be directly used in applications such as material editing. Moreover, its multi-view aggregation networks have difficulties extracting rich features because they only focus on the mean and variance between multi-view features. In this paper, we propose its extended version, called MAIR++. MAIR++ addresses the aforementioned limitations by introducing an implicit lighting representation that accurately captures the lighting conditions of an image while facilitating realistic rendering. Furthermore, we design a directional attention-based multi-view aggregation network to infer more intricate relationships between views. Experimental results show that MAIR++ not only achieves better performance than MAIR and single-view-based methods, but also displays robust performance on unseen real-world scenes.

RGM: Reconstructing High-fidelity 3D Car Assets with Relightable 3D-GS Generative Model from a Single Image

The generation of high-quality 3D car assets is essential for various applications, including video games, autonomous driving, and virtual reality. Current 3D generation methods utilizing NeRF or 3D-GS as representations for 3D objects, generate a Lambertian object under fixed lighting and lack separated modelings for material and global illumination. As a result, the generated assets are unsuitable for relighting under varying lighting conditions, limiting their applicability in downstream tasks. To address this challenge, we propose a novel relightable 3D object generative framework that automates the creation of 3D car assets, enabling the swift and accurate reconstruction of a vehicle's geometry, texture, and material properties from a single input image. Our approach begins with introducing a large-scale synthetic car dataset comprising over 1,000 high-precision 3D vehicle models. We represent 3D objects using global illumination and relightable 3D Gaussian primitives integrating with BRDF parameters. Building on this representation, we introduce a feed-forward model that takes images as input and outputs both relightable 3D Gaussians and global illumination parameters. Experimental results demonstrate that our method produces photorealistic 3D car assets that can be seamlessly integrated into road scenes with different illuminations, which offers substantial practical benefits for industrial applications.

Troublemaker Learning for Low-Light Image Enhancement

Low-light image enhancement (LLIE) restores the color and brightness of underexposed images. Supervised methods suffer from high costs in collecting low/normal-light image pairs. Unsupervised methods invest substantial effort in crafting complex loss functions. We address these two challenges through the proposed TroubleMaker Learning (TML) strategy, which employs normal-light images as inputs for training. TML is simple: we first dim the input and then increase its brightness. TML is based on two core components. First, the troublemaker model (TM) constructs pseudo low-light images from normal images to relieve the cost of pairwise data. Second, the predicting model (PM) enhances the brightness of pseudo low-light images. Additionally, we incorporate an enhancing model (EM) to further improve the visual performance of PM outputs. Moreover, in LLIE tasks, characterizing global element correlations is important because more information on the same object can be captured. CNN cannot achieve this well, and self-attention has high time complexity. Accordingly, we propose Global Dynamic Convolution (GDC) with O(n) time complexity, which essentially imitates the partial calculation process of self-attention to formulate elementwise correlations. Based on the GDC module, we build the UGDC model. Extensive quantitative and qualitative experiments demonstrate that UGDC trained with TML can achieve competitive performance against state-of-the-art approaches on public datasets. The code is available at https://github.com/Rainbowman0/TML_LLIE.

Trace is the New AutoDiff -- Unlocking Efficient Optimization of Computational Workflows

We study a class of optimization problems motivated by automating the design and update of AI systems like coding assistants, robots, and copilots. We propose an end-to-end optimization framework, Trace, which treats the computational workflow of an AI system as a graph akin to neural networks, based on a generalization of back-propagation. Optimization of computational workflows often involves rich feedback (e.g. console output or user's responses), heterogeneous parameters (e.g. prompts, hyper-parameters, codes), and intricate objectives (beyond maximizing a score). Moreover, its computation graph can change dynamically with the inputs and parameters. We frame a new mathematical setup of iterative optimization, Optimization with Trace Oracle (OPTO), to capture and abstract these properties so as to design optimizers that work across many domains. In OPTO, an optimizer receives an execution trace along with feedback on the computed output and updates parameters iteratively. Trace is the tool to implement OPTO in practice. Trace has a Python interface that efficiently converts a computational workflow into an OPTO instance using a PyTorch-like interface. Using Trace, we develop a general-purpose LLM-based optimizer called OptoPrime that can effectively solve OPTO problems. In empirical studies, we find that OptoPrime is capable of first-order numerical optimization, prompt optimization, hyper-parameter tuning, robot controller design, code debugging, etc., and is often competitive with specialized optimizers for each domain. We believe that Trace, OptoPrime and the OPTO framework will enable the next generation of interactive agents that automatically adapt using various kinds of feedback. Website: https://microsoft.github.io/Trace

MERLiN: Single-Shot Material Estimation and Relighting for Photometric Stereo

Photometric stereo typically demands intricate data acquisition setups involving multiple light sources to recover surface normals accurately. In this paper, we propose MERLiN, an attention-based hourglass network that integrates single image-based inverse rendering and relighting within a single unified framework. We evaluate the performance of photometric stereo methods using these relit images and demonstrate how they can circumvent the underlying challenge of complex data acquisition. Our physically-based model is trained on a large synthetic dataset containing complex shapes with spatially varying BRDF and is designed to handle indirect illumination effects to improve material reconstruction and relighting. Through extensive qualitative and quantitative evaluation, we demonstrate that the proposed framework generalizes well to real-world images, achieving high-quality shape, material estimation, and relighting. We assess these synthetically relit images over photometric stereo benchmark methods for their physical correctness and resulting normal estimation accuracy, paving the way towards single-shot photometric stereo through physically-based relighting. This work allows us to address the single image-based inverse rendering problem holistically, applying well to both synthetic and real data and taking a step towards mitigating the challenge of data acquisition in photometric stereo.

THE COLOSSEUM: A Benchmark for Evaluating Generalization for Robotic Manipulation

To realize effective large-scale, real-world robotic applications, we must evaluate how well our robot policies adapt to changes in environmental conditions. Unfortunately, a majority of studies evaluate robot performance in environments closely resembling or even identical to the training setup. We present THE COLOSSEUM, a novel simulation benchmark, with 20 diverse manipulation tasks, that enables systematical evaluation of models across 14 axes of environmental perturbations. These perturbations include changes in color, texture, and size of objects, table-tops, and backgrounds; we also vary lighting, distractors, physical properties perturbations and camera pose. Using THE COLOSSEUM, we compare 5 state-of-the-art manipulation models to reveal that their success rate degrades between 30-50% across these perturbation factors. When multiple perturbations are applied in unison, the success rate degrades geq75%. We identify that changing the number of distractor objects, target object color, or lighting conditions are the perturbations that reduce model performance the most. To verify the ecological validity of our results, we show that our results in simulation are correlated (R^2 = 0.614) to similar perturbations in real-world experiments. We open source code for others to use THE COLOSSEUM, and also release code to 3D print the objects used to replicate the real-world perturbations. Ultimately, we hope that THE COLOSSEUM will serve as a benchmark to identify modeling decisions that systematically improve generalization for manipulation. See https://robot-colosseum.github.io/ for more details.

Relightable Full-Body Gaussian Codec Avatars

We propose Relightable Full-Body Gaussian Codec Avatars, a new approach for modeling relightable full-body avatars with fine-grained details including face and hands. The unique challenge for relighting full-body avatars lies in the large deformations caused by body articulation and the resulting impact on appearance caused by light transport. Changes in body pose can dramatically change the orientation of body surfaces with respect to lights, resulting in both local appearance changes due to changes in local light transport functions, as well as non-local changes due to occlusion between body parts. To address this, we decompose the light transport into local and non-local effects. Local appearance changes are modeled using learnable zonal harmonics for diffuse radiance transfer. Unlike spherical harmonics, zonal harmonics are highly efficient to rotate under articulation. This allows us to learn diffuse radiance transfer in a local coordinate frame, which disentangles the local radiance transfer from the articulation of the body. To account for non-local appearance changes, we introduce a shadow network that predicts shadows given precomputed incoming irradiance on a base mesh. This facilitates the learning of non-local shadowing between the body parts. Finally, we use a deferred shading approach to model specular radiance transfer and better capture reflections and highlights such as eye glints. We demonstrate that our approach successfully models both the local and non-local light transport required for relightable full-body avatars, with a superior generalization ability under novel illumination conditions and unseen poses.

Real-Time Neural Light Field on Mobile Devices

Recent efforts in Neural Rendering Fields (NeRF) have shown impressive results on novel view synthesis by utilizing implicit neural representation to represent 3D scenes. Due to the process of volumetric rendering, the inference speed for NeRF is extremely slow, limiting the application scenarios of utilizing NeRF on resource-constrained hardware, such as mobile devices. Many works have been conducted to reduce the latency of running NeRF models. However, most of them still require high-end GPU for acceleration or extra storage memory, which is all unavailable on mobile devices. Another emerging direction utilizes the neural light field (NeLF) for speedup, as only one forward pass is performed on a ray to predict the pixel color. Nevertheless, to reach a similar rendering quality as NeRF, the network in NeLF is designed with intensive computation, which is not mobile-friendly. In this work, we propose an efficient network that runs in real-time on mobile devices for neural rendering. We follow the setting of NeLF to train our network. Unlike existing works, we introduce a novel network architecture that runs efficiently on mobile devices with low latency and small size, i.e., saving 15times sim 24times storage compared with MobileNeRF. Our model achieves high-resolution generation while maintaining real-time inference for both synthetic and real-world scenes on mobile devices, e.g., 18.04ms (iPhone 13) for rendering one 1008times756 image of real 3D scenes. Additionally, we achieve similar image quality as NeRF and better quality than MobileNeRF (PSNR 26.15 vs. 25.91 on the real-world forward-facing dataset).

Neural Scene Flow Prior

Before the deep learning revolution, many perception algorithms were based on runtime optimization in conjunction with a strong prior/regularization penalty. A prime example of this in computer vision is optical and scene flow. Supervised learning has largely displaced the need for explicit regularization. Instead, they rely on large amounts of labeled data to capture prior statistics, which are not always readily available for many problems. Although optimization is employed to learn the neural network, the weights of this network are frozen at runtime. As a result, these learning solutions are domain-specific and do not generalize well to other statistically different scenarios. This paper revisits the scene flow problem that relies predominantly on runtime optimization and strong regularization. A central innovation here is the inclusion of a neural scene flow prior, which uses the architecture of neural networks as a new type of implicit regularizer. Unlike learning-based scene flow methods, optimization occurs at runtime, and our approach needs no offline datasets -- making it ideal for deployment in new environments such as autonomous driving. We show that an architecture based exclusively on multilayer perceptrons (MLPs) can be used as a scene flow prior. Our method attains competitive -- if not better -- results on scene flow benchmarks. Also, our neural prior's implicit and continuous scene flow representation allows us to estimate dense long-term correspondences across a sequence of point clouds. The dense motion information is represented by scene flow fields where points can be propagated through time by integrating motion vectors. We demonstrate such a capability by accumulating a sequence of lidar point clouds.

Single Image BRDF Parameter Estimation with a Conditional Adversarial Network

Creating plausible surfaces is an essential component in achieving a high degree of realism in rendering. To relieve artists, who create these surfaces in a time-consuming, manual process, automated retrieval of the spatially-varying Bidirectional Reflectance Distribution Function (SVBRDF) from a single mobile phone image is desirable. By leveraging a deep neural network, this casual capturing method can be achieved. The trained network can estimate per pixel normal, base color, metallic and roughness parameters from the Disney BRDF. The input image is taken with a mobile phone lit by the camera flash. The network is trained to compensate for environment lighting and thus learned to reduce artifacts introduced by other light sources. These losses contain a multi-scale discriminator with an additional perceptual loss, a rendering loss using a differentiable renderer, and a parameter loss. Besides the local precision, this loss formulation generates material texture maps which are globally more consistent. The network is set up as a generator network trained in an adversarial fashion to ensure that only plausible maps are produced. The estimated parameters not only reproduce the material faithfully in rendering but capture the style of hand-authored materials due to the more global loss terms compared to previous works without requiring additional post-processing. Both the resolution and the quality is improved.

TempoRL: laser pulse temporal shape optimization with Deep Reinforcement Learning

High Power Laser's (HPL) optimal performance is essential for the success of a wide variety of experimental tasks related to light-matter interactions. Traditionally, HPL parameters are optimised in an automated fashion relying on black-box numerical methods. However, these can be demanding in terms of computational resources and usually disregard transient and complex dynamics. Model-free Deep Reinforcement Learning (DRL) offers a promising alternative framework for optimising HPL performance since it allows to tune the control parameters as a function of system states subject to nonlinear temporal dynamics without requiring an explicit dynamics model of those. Furthermore, DRL aims to find an optimal control policy rather than a static parameter configuration, particularly suitable for dynamic processes involving sequential decision-making. This is particularly relevant as laser systems are typically characterised by dynamic rather than static traits. Hence the need for a strategy to choose the control applied based on the current context instead of one single optimal control configuration. This paper investigates the potential of DRL in improving the efficiency and safety of HPL control systems. We apply this technique to optimise the temporal profile of laser pulses in the L1 pump laser hosted at the ELI Beamlines facility. We show how to adapt DRL to the setting of spectral phase control by solely tuning dispersion coefficients of the spectral phase and reaching pulses similar to transform limited with full-width at half-maximum (FWHM) of ca1.6 ps.

Turbo-GS: Accelerating 3D Gaussian Fitting for High-Quality Radiance Fields

Novel-view synthesis is an important problem in computer vision with applications in 3D reconstruction, mixed reality, and robotics. Recent methods like 3D Gaussian Splatting (3DGS) have become the preferred method for this task, providing high-quality novel views in real time. However, the training time of a 3DGS model is slow, often taking 30 minutes for a scene with 200 views. In contrast, our goal is to reduce the optimization time by training for fewer steps while maintaining high rendering quality. Specifically, we combine the guidance from both the position error and the appearance error to achieve a more effective densification. To balance the rate between adding new Gaussians and fitting old Gaussians, we develop a convergence-aware budget control mechanism. Moreover, to make the densification process more reliable, we selectively add new Gaussians from mostly visited regions. With these designs, we reduce the Gaussian optimization steps to one-third of the previous approach while achieving a comparable or even better novel view rendering quality. To further facilitate the rapid fitting of 4K resolution images, we introduce a dilation-based rendering technique. Our method, Turbo-GS, speeds up optimization for typical scenes and scales well to high-resolution (4K) scenarios on standard datasets. Through extensive experiments, we show that our method is significantly faster in optimization than other methods while retaining quality. Project page: https://ivl.cs.brown.edu/research/turbo-gs.

Improving Lens Flare Removal with General Purpose Pipeline and Multiple Light Sources Recovery

When taking images against strong light sources, the resulting images often contain heterogeneous flare artifacts. These artifacts can importantly affect image visual quality and downstream computer vision tasks. While collecting real data pairs of flare-corrupted/flare-free images for training flare removal models is challenging, current methods utilize the direct-add approach to synthesize data. However, these methods do not consider automatic exposure and tone mapping in image signal processing pipeline (ISP), leading to the limited generalization capability of deep models training using such data. Besides, existing methods struggle to handle multiple light sources due to the different sizes, shapes and illuminance of various light sources. In this paper, we propose a solution to improve the performance of lens flare removal by revisiting the ISP and remodeling the principle of automatic exposure in the synthesis pipeline and design a more reliable light sources recovery strategy. The new pipeline approaches realistic imaging by discriminating the local and global illumination through convex combination, avoiding global illumination shifting and local over-saturation. Our strategy for recovering multiple light sources convexly averages the input and output of the neural network based on illuminance levels, thereby avoiding the need for a hard threshold in identifying light sources. We also contribute a new flare removal testing dataset containing the flare-corrupted images captured by ten types of consumer electronics. The dataset facilitates the verification of the generalization capability of flare removal methods. Extensive experiments show that our solution can effectively improve the performance of lens flare removal and push the frontier toward more general situations.

SEE: See Everything Every Time -- Adaptive Brightness Adjustment for Broad Light Range Images via Events

Event cameras, with a high dynamic range exceeding 120dB, significantly outperform traditional embedded cameras, robustly recording detailed changing information under various lighting conditions, including both low- and high-light situations. However, recent research on utilizing event data has primarily focused on low-light image enhancement, neglecting image enhancement and brightness adjustment across a broader range of lighting conditions, such as normal or high illumination. Based on this, we propose a novel research question: how to employ events to enhance and adaptively adjust the brightness of images captured under broad lighting conditions? To investigate this question, we first collected a new dataset, SEE-600K, consisting of 610,126 images and corresponding events across 202 scenarios, each featuring an average of four lighting conditions with over a 1000-fold variation in illumination. Subsequently, we propose a framework that effectively utilizes events to smoothly adjust image brightness through the use of prompts. Our framework captures color through sensor patterns, uses cross-attention to model events as a brightness dictionary, and adjusts the image's dynamic range to form a broad light-range representation (BLR), which is then decoded at the pixel level based on the brightness prompt. Experimental results demonstrate that our method not only performs well on the low-light enhancement dataset but also shows robust performance on broader light-range image enhancement using the SEE-600K dataset. Additionally, our approach enables pixel-level brightness adjustment, providing flexibility for post-processing and inspiring more imaging applications. The dataset and source code are publicly available at:https://github.com/yunfanLu/SEE.

Dynamic Mesh-Aware Radiance Fields

Embedding polygonal mesh assets within photorealistic Neural Radience Fields (NeRF) volumes, such that they can be rendered and their dynamics simulated in a physically consistent manner with the NeRF, is under-explored from the system perspective of integrating NeRF into the traditional graphics pipeline. This paper designs a two-way coupling between mesh and NeRF during rendering and simulation. We first review the light transport equations for both mesh and NeRF, then distill them into an efficient algorithm for updating radiance and throughput along a cast ray with an arbitrary number of bounces. To resolve the discrepancy between the linear color space that the path tracer assumes and the sRGB color space that standard NeRF uses, we train NeRF with High Dynamic Range (HDR) images. We also present a strategy to estimate light sources and cast shadows on the NeRF. Finally, we consider how the hybrid surface-volumetric formulation can be efficiently integrated with a high-performance physics simulator that supports cloth, rigid and soft bodies. The full rendering and simulation system can be run on a GPU at interactive rates. We show that a hybrid system approach outperforms alternatives in visual realism for mesh insertion, because it allows realistic light transport from volumetric NeRF media onto surfaces, which affects the appearance of reflective/refractive surfaces and illumination of diffuse surfaces informed by the dynamic scene.

VidCRAFT3: Camera, Object, and Lighting Control for Image-to-Video Generation

Recent image-to-video generation methods have demonstrated success in enabling control over one or two visual elements, such as camera trajectory or object motion. However, these methods are unable to offer control over multiple visual elements due to limitations in data and network efficacy. In this paper, we introduce VidCRAFT3, a novel framework for precise image-to-video generation that enables control over camera motion, object motion, and lighting direction simultaneously. To better decouple control over each visual element, we propose the Spatial Triple-Attention Transformer, which integrates lighting direction, text, and image in a symmetric way. Since most real-world video datasets lack lighting annotations, we construct a high-quality synthetic video dataset, the VideoLightingDirection (VLD) dataset. This dataset includes lighting direction annotations and objects of diverse appearance, enabling VidCRAFT3 to effectively handle strong light transmission and reflection effects. Additionally, we propose a three-stage training strategy that eliminates the need for training data annotated with multiple visual elements (camera motion, object motion, and lighting direction) simultaneously. Extensive experiments on benchmark datasets demonstrate the efficacy of VidCRAFT3 in producing high-quality video content, surpassing existing state-of-the-art methods in terms of control granularity and visual coherence. All code and data will be publicly available. Project page: https://sixiaozheng.github.io/VidCRAFT3/.

HDRT: Infrared Capture for HDR Imaging

Capturing real world lighting is a long standing challenge in imaging and most practical methods acquire High Dynamic Range (HDR) images by either fusing multiple exposures, or boosting the dynamic range of Standard Dynamic Range (SDR) images. Multiple exposure capture is problematic as it requires longer capture times which can often lead to ghosting problems. The main alternative, inverse tone mapping is an ill-defined problem that is especially challenging as single captured exposures usually contain clipped and quantized values, and are therefore missing substantial amounts of content. To alleviate this, we propose a new approach, High Dynamic Range Thermal (HDRT), for HDR acquisition using a separate, commonly available, thermal infrared (IR) sensor. We propose a novel deep neural method (HDRTNet) which combines IR and SDR content to generate HDR images. HDRTNet learns to exploit IR features linked to the RGB image and the IR-specific parameters are subsequently used in a dual branch method that fuses features at shallow layers. This produces an HDR image that is significantly superior to that generated using naive fusion approaches. To validate our method, we have created the first HDR and thermal dataset, and performed extensive experiments comparing HDRTNet with the state-of-the-art. We show substantial quantitative and qualitative quality improvements on both over- and under-exposed images, showing that our approach is robust to capturing in multiple different lighting conditions.

Localized Gaussian Splatting Editing with Contextual Awareness

Recent text-guided generation of individual 3D object has achieved great success using diffusion priors. However, these methods are not suitable for object insertion and replacement tasks as they do not consider the background, leading to illumination mismatches within the environment. To bridge the gap, we introduce an illumination-aware 3D scene editing pipeline for 3D Gaussian Splatting (3DGS) representation. Our key observation is that inpainting by the state-of-the-art conditional 2D diffusion model is consistent with background in lighting. To leverage the prior knowledge from the well-trained diffusion models for 3D object generation, our approach employs a coarse-to-fine objection optimization pipeline with inpainted views. In the first coarse step, we achieve image-to-3D lifting given an ideal inpainted view. The process employs 3D-aware diffusion prior from a view-conditioned diffusion model, which preserves illumination present in the conditioning image. To acquire an ideal inpainted image, we introduce an Anchor View Proposal (AVP) algorithm to find a single view that best represents the scene illumination in target region. In the second Texture Enhancement step, we introduce a novel Depth-guided Inpainting Score Distillation Sampling (DI-SDS), which enhances geometry and texture details with the inpainting diffusion prior, beyond the scope of the 3D-aware diffusion prior knowledge in the first coarse step. DI-SDS not only provides fine-grained texture enhancement, but also urges optimization to respect scene lighting. Our approach efficiently achieves local editing with global illumination consistency without explicitly modeling light transport. We demonstrate robustness of our method by evaluating editing in real scenes containing explicit highlight and shadows, and compare against the state-of-the-art text-to-3D editing methods.

Intrinsic Image Decomposition via Ordinal Shading

Intrinsic decomposition is a fundamental mid-level vision problem that plays a crucial role in various inverse rendering and computational photography pipelines. Generating highly accurate intrinsic decompositions is an inherently under-constrained task that requires precisely estimating continuous-valued shading and albedo. In this work, we achieve high-resolution intrinsic decomposition by breaking the problem into two parts. First, we present a dense ordinal shading formulation using a shift- and scale-invariant loss in order to estimate ordinal shading cues without restricting the predictions to obey the intrinsic model. We then combine low- and high-resolution ordinal estimations using a second network to generate a shading estimate with both global coherency and local details. We encourage the model to learn an accurate decomposition by computing losses on the estimated shading as well as the albedo implied by the intrinsic model. We develop a straightforward method for generating dense pseudo ground truth using our model's predictions and multi-illumination data, enabling generalization to in-the-wild imagery. We present an exhaustive qualitative and quantitative analysis of our predicted intrinsic components against state-of-the-art methods. Finally, we demonstrate the real-world applicability of our estimations by performing otherwise difficult editing tasks such as recoloring and relighting.

Boosting 3D Object Generation through PBR Materials

Automatic 3D content creation has gained increasing attention recently, due to its potential in various applications such as video games, film industry, and AR/VR. Recent advancements in diffusion models and multimodal models have notably improved the quality and efficiency of 3D object generation given a single RGB image. However, 3D objects generated even by state-of-the-art methods are still unsatisfactory compared to human-created assets. Considering only textures instead of materials makes these methods encounter challenges in photo-realistic rendering, relighting, and flexible appearance editing. And they also suffer from severe misalignment between geometry and high-frequency texture details. In this work, we propose a novel approach to boost the quality of generated 3D objects from the perspective of Physics-Based Rendering (PBR) materials. By analyzing the components of PBR materials, we choose to consider albedo, roughness, metalness, and bump maps. For albedo and bump maps, we leverage Stable Diffusion fine-tuned on synthetic data to extract these values, with novel usages of these fine-tuned models to obtain 3D consistent albedo UV and bump UV for generated objects. In terms of roughness and metalness maps, we adopt a semi-automatic process to provide room for interactive adjustment, which we believe is more practical. Extensive experiments demonstrate that our model is generally beneficial for various state-of-the-art generation methods, significantly boosting the quality and realism of their generated 3D objects, with natural relighting effects and substantially improved geometry.