# Shape From Tracing: Towards Reconstructing 3D Object Geometry and SVBRDF Material from Images via Differentiable Path Tracing

arXiv: https://arxiv.org/abs/2012.03939 · HTML: https://mlsanity.com/paper/2012.03939/

## Key facts

- Cited by 10 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 6 Dec 2020.

## Built on by (most cited first, 10 of 10)

- [NeRFactor: Neural Factorization of Shape and Reflectance Under an Unknown Illumination](https://mlsanity.com/paper/2106.01970/) (2021)
- [DIB-R++: Learning to Predict Lighting and Material with a Hybrid Differentiable Renderer](https://mlsanity.com/paper/2111.00140/) (2021)
- [A Level Set Theory for Neural Implicit Evolution under Explicit Flows](https://mlsanity.com/paper/2204.07159/) (2022)
- [Neural Radiance Transfer Fields for Relightable Novel-view Synthesis with Global Illumination](https://mlsanity.com/paper/2207.13607/) (2022)
- [NeMF: Inverse Volume Rendering with Neural Microflake Field](https://mlsanity.com/paper/2304.00782/) (2023)
- [IntrinsicAvatar: Physically Based Inverse Rendering of Dynamic Humans from Monocular Videos via Explicit Ray Tracing](https://mlsanity.com/paper/2312.05210/) (2023)
- [Surfel-based Gaussian Inverse Rendering for Fast and Relightable Dynamic Human Reconstruction from Monocular Video](https://mlsanity.com/paper/2407.15212/) (2024)
- [ROSA: Reconstructing Object Shape and Appearance Textures by Adaptive Detail Transfer](https://mlsanity.com/paper/2501.18595/) (2025)
- [Deep scene-scale material estimation from multi-view indoor captures](https://mlsanity.com/paper/2211.08047/) (2022)
- [Meshtryoshka: Differentiable Rendering of Real-World Scenes via Mesh Rasterization](https://mlsanity.com/paper/2606.28622/) (2026)

## Abstract (arXiv)

Reconstructing object geometry and material from multiple views typically requires optimization. Differentiable path tracing is an appealing framework as it can reproduce complex appearance effects. However, it is difficult to use due to high computational cost. In this paper, we explore how to use differentiable ray tracing to refine an initial coarse mesh and per-mesh-facet material representation. In simulation, we find that it is possible to reconstruct fine geometric and material detail from low resolution input views, allowing high-quality reconstructions in a few hours despite the expense of path tracing. The reconstructions successfully disambiguate shading, shadow, and global illumination effects such as diffuse interreflection from material properties. We demonstrate the impact of different geometry initializations, including space carving, multi-view stereo, and 3D neural networks. Finally, with input captured using smartphone video and a consumer 360? camera for lighting estimation, we also show how to refine initial reconstructions of real-world objects in unconstrained environments.
